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Found 19 results

  1. I may be missing something in the voronoi fracturing SOP, but I can't figure out a way to create clustering without causing fracturing on the geo. For instance. A standard brick will or just group of geo that clusters into groups using the scattering method so I could make the cluster groups bigger or smaller. I feel like I'm overlooking something so obvious, or maybe I have to create proxy geo that is clustered and test if the brick particles are inside of it to group them? Ah, now I've just confused myself. I hope a few of you have run into this problem and have some incite. Thank you :D!
  2. Hey there, I put together this dynamic fracturing following a tutorial. When I append a rop to export .abc, just the glue constraints splines get transferred, but not the geometry. Maybe the groups are not transferring correctly through the hierarchy? Can't figure out what I am missing. #n00b Thanks in advance. Here's the animated .abc I am using and attached is the .hip. breakdance.hip
  3. Hey all! I'm pretty stuck in a rut trying to think my way through what I want to accomplish with a brick tool I've been working on. Currently I can feed in a box, tube, or an L-shaped box that I've modeled and I can get well stacked bricks around the perimeter. What I'm stuck on is then taking this and adding in holes for windows/doors/etc. Similar to what is seen here: https://letshoudini.wordpress.com/2016/06/19/031-procedural-modeling-for-destruction/ What I want to be able to do is copy a pre-fractured brick to the points, like the simple box I have now in the attached hip file, with rotations to help vary the layout a bit. Thus, should I boolean out holes from the mesh after generating bricks? Maybe taking into account where windows are (will be) and then not placing brick points there? (then I would have to have half bricks to copy). Not sure the booleans would behave as I want to be able to instance high detail geo to the pieces after simulation. The solution in the link looks to be a boolean as the simulation then only runs with simple bricks clustered to add some interest to their breakup (https://letshoudini.wordpress.com/2016/09/18/037-earthquake-building-collapse-rd-01/). I don't think I'm seeing this problem clearly right now and would really appreciate some nudges in a direction to help grease the logic wheels! Hartman- BuildingForDestruction.hiplc
  4. hello all, i want to achive the object fracturing with cloth, but when i input the sop solver on the dop simulation to read and animation the pintoanimation, the simulation break and error on frame 6, is there any know why this happen, im follow peter quint tutorial bythe way. thanks all, hope some one can help me with this. i attached the hip file. tireMorphing3_fracturingCLoth.hipnc
  5. Moving fracture with UV

    Hello Guys, I am playing around with houdini on an extreme beginner level. Nevertheless I made this setup where I have moving fracture pieces over the surface. My question is. Is it possible to make texture stick to those pieces so not only pieces but also the texture flows and distorts itself over time? I so much would love to see that happen but my knowledge is not so deep to understand how could I achieve that. Especially because I assume that its not case of regural fracturing and geometry is different with every frame. I am using standard voronoi fracture node with points scattered into volume and I am making them move with vdbadvectpoints inside of a solver node. Do you think its possible to achieve the texture to stick to the pieces?
  6. What is the best way to create and controll animation of fracturing on object? I would like to destroy for example house from left to right or any other object. I should play with gradient in VoP or there is better option for this kind of job?
  7. Glass Fracturing Slow Motion

    Hello, I'm working on a small project to have a bullet fracture a glass bottle in slow motion. I have come across a few problems while doing so and could use some help.. 1) The time warp is causing some strange scaling issue on the bullet. It continuously scales up and down. 2) During the render with the glass, you can visibly see all the fractures. Only way I can think of countering this is using a switch to switch between the solid and fractured bottle. But this wouldn't be the best option because, the effect being in slow motion, the transition will be obvious. Thanks for the help! bottle_fracture_v09.hipnc
  8. Cluster inside DOPs

    Hi I have a question about clustering. The problem is. If I cluster on SOPs then when I come to DOPs I get clustered pieces, but the collision guide shows tetrahedrolized geo over the whole cluster piece. Here is a picture When the geometry is this Is there any ways to calculate the collision geo for every piece (which is exactly that piece, because voronoy gives already tetrahedrolized pieces) and then connect them as clusters to get collision geo exactly like the original geometry? Thanks
  9. create piece size attribute

    Hello everyone, I am fracturing a geometry and need to delete the pieces bellow a certain size. My problem is that I don't know how to delete based on size. My guess is I need to create a size attribute somehow and then delete based on that. I am sure this should be pretty straight forward but couldn't find any info on that, please give me some ideas, thanks!
  10. Hi, I'm trying to make an object explosion and I prefractured the object using the voronoi fracture node. Then I use the foreach to calculate the volume of every object and delete it if smaller then n. All works well, but if I enable the option "Add Interior Detail" when the geo passes through the foreach the point number and the prim number change (not the number of points) and I use it to delete the object ... Any idea why this is happening? Thanks in advance! Marco voronoi_fracturing_and_foreach.hipnc
  11. Hello everyone, this is my first post here At the moment I have got a fractured geometry, a collision object that interacts with it and an animated bounding box that is activating the fractured pieces in front of the collision object. I want to have a procedural bounding box which is the collision object with a box that is plugged in at the bottom so that the bounding box adjusts on its own and I don't have to animate it. Can someone tell me how to do that please, thank you. Ground_Fracturing_B-BOX.hipnc
  12. Hello everyone I have got a sphere activating fractured geometry by going through it. I am using a foreach node with a centroid expression inside to add point to each piece which is then activated by the sphere via attribute transfer. Then I am using a point expression on a activevalue in the DOP to activate the pieces by the colour that the sphere transfers to the points. I want to know how to make the pieces that activate stay activated forever without deactivating once the sphere is gone. Any ideas? Thanks. activate_pieces.hipnc
  13. Preserve UVs during fracturing?

    Is there a way to keep the UVs from getting messed up during fracturing? Screenshots to show you what I mean Before: https://www.dropbox.com/s/mssyfu4wt7ubn29/Screenshot%202014-04-19%2009.54.12.png After https://www.dropbox.com/s/iullbfp6figabxt/Screenshot%202014-04-19%2009.54.53.png I know that you can group the geometry that's created to the outside and inside and then unwrap the inside.. to get this result. https://www.dropbox.com/s/0rkqy5cdhap8jtd/Screenshot%202014-04-19%2009.57.56.png Is this the best I can do ? Thanks!
  14. Hi All Im quite new to Houdini and have a possibly basic problem to tackle! I've set up a fracture system for a barrel I want to simulate exploding. In order to fracture each wooden plank of the barrel separatley (and avoid the voronoi fracture smooshing all the geometry together) I've used an assemble sop to split them out into primitive groups and a foreach node to iterate through each piece with my voronoi fracture setup. This seems to work well and the foreach node spits out my barrel with 25 primitive groups, each one fractured the way I want however when I create an RBD setup the second assemble SOP that creates the packed primitives doesnt pack all the individual shattered pieces correctly (either grouping to few primitives or if i tick "create name attribute" separating out every single polygon). As I say im relatively new to the wonders of houdini and might be missing something glaringly obvious with the way im handling primitive grouping down the node structure but any fresh insight into how I can send my shards to DOPs correctly would me massively appreciated. Thanks in advance for any help! J. FractureSetupTEST.hip Models.rar
  15. Hi all! I've been having a look into using the Open VDB tools for fracturing geometry. While the idea of using volumes seems really promising, giving good control over the fracture pattern and detail, I'm currently running into some issues. I'm not sure whether it's because my approach to it is wonky, I'm setting it up wrong or what. The workflow I'm going for is the one described by Peter Claus in this thread which will . The basic workflow I've come up with is to: Create VDB representations of the object, one low resolution for the simulation and one high resolution for rendering. Fracture both using the vdb fracture node and the same cutting geometry. Convert back to polygons. Simulate the low res and then apply the transforms to the high res geometry (tbd ) As a hip file is worth a thousand words I've attached a basic scene showing this setup. The basic idea works well, however are really two issues I'm running into: Seams: the fractured high resolution geometry ends up with pretty unpleasant seams when converted back to polygons for rendering. This is exacerbated when using the groups output by convert VDB to shade the interior differently from the exterior. I've tried using the VDB smooth SDF, mainly resulting in undesirable eroding (but smoother) in the areas around the seams. Resolution: Largely as a result of attempting to get clean edges the high resolution geometry is really high resolution. This becomes an issue both when when converted back to polygons and also slows rendering down as well (not to mention the memory overhead). As a brief aside, I'm having to convert the volumes back to polygons rather than a poly soup as the output pieces from the vdb fracture node, are separated by the slice not connectivity and thus I need to rebuild them using a connectivity sop afterwards. Not sure if I've missed an option and there might be a better way of doing this. What I'm aiming to end up with is geometry with cleaner edges edges and ideally the seam/surface groups that the poly convert outputs. I'd be grateful if anyone could point me in the right direction with regards to fixing the seams. Also, in a more general sense, I'm curious as to how others have approached volume fracturing, and if there is some alternative way of getting better results or a different way of approaching fracturing the geometry? Thanks, Julian vdbFractureWorkflow.01.hipnc
  16. RBD Point Object + Fracturing

    Hi everyone. Long time lurker, first time poster here I'm going to have a sim with 100s of identical objects that are all stacked on top of one another and will need to be fractured. For this, I'm assuming that the best thing for me to use is the "RBD Point Object" tool on the shelf. Works great and allows me to do things like choose when my objects become active. Great. BUT. I can't find a way to get these RBD objects to fracture and then simulate. Is there something I'm doing wrong? I've instead opted to go down the route of having a regular RBD object, and increasing the "Number of Objects" parameter. I can then set the initial state with the $OBJ variable to be what I need. However, using this method, I can't find a way to activate the RBDs when I'd like. If someone could give me some pointers, I'd love them forever. I've attached my basic RBD Point Object scene. Thanks, Sid jw_breakingGlasses_v02_instancedRBDs.hip
  17. Here is my house destruction WIP. On the videos in this post you can see what I made myself, before I stuck with the problem of a concave geometry in the corners (which can not properly handled by the Bullet engine). By default, the Voronoi Fracture HDA creates concave geometry in the corners (you can see it on the screenshots below) and if there is another object located in the corner (for example bricks behind the stucco), the simulation starts to explode (because the Bullet improperly complements such geometry to convexity). I tried to search some info about how to implement a Convex Decomposition algorithm in Houdini (may be HACD*), but I haven't any result yet. All what I have for now, is my concavity-testing VEX node, that finds all the concave parts, but I have no idea how to cut them on a convex pieces. It will be cool, if somebody can help me with this problem. Below you can see my tests. *Hierarchical Approximate Convex Decomposition http://kmamou.blogsp...ate-convex.html http://www.khaledmammou.com/hacd.html http://masc.cs.gmu.edu/wiki/ACD
  18. Hi guys! Im a 3ds max(Thinking particles) user and my company require me to shift to Houdin. Is there a way to do this in houdini? I tried using rbd and bullet but it show weird result like in first frame it explode or all of the pre fractude object starting to move. Can anyone share a similar hip file similar to my test in thinking particles? Thanks!
  19. Shatter tool

    Hello everyone, let me show my new tool for fracturing. It's all based on volumes, without cookieSOP. https://vimeo.com/56722980 Hope you'll like it