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Found 210 results

  1. Hey, I'm trying to implement an old trick I used several times with older versions of houdini. Just trying to transfer a color attribute to some points placed in the center of the fractures pieces to use it as an active value in the dop network. Unfortunately nothings happenning. Some idea what could be wrong here?
  2. Hello, I would like to have some objects bouncing around inside a sphere. Is it possible to have the sphere geometry transparent but still act as RBD collider ? thanks!
  3. Hey guys, pls help me understand what's going on here: Check it out, on the RBD Packed node I can only use Bullet collisions (there's no other option in there) and it looks like the Pyro solver is using something else, like a volume collision. In this gif the RBD uses Sphere as collision representation and it's working perfectly fine, colliding with the original box shape: the proof: and the options avaliable: bullet.pyro.v1a.hiplc
  4. Hello, Ive got a simple RBD scene where I'm blowing out a stone door with a magnet force/SOPgeo with a metaball(I've attached a screen shot of what my DOP tree looks like). The geo is fractured and is a packed rbd bullet solver. My question is how do I kill the rbd geo that goes outside my sim(you can see the spray of smaller chunks leaving the collide geo scene.) I'd like to set up a bounding box that I can envelope my scene and when a geo piece leaves this area is deleted. Ive tried setting up another sopsolver going in it and creating a group bounding box(Envelopes scene) and then a delete node(with group 1 as group) under the dop_geo. Once this is created I jump back out into the DopNetwork and right after my gravity node I put drop another group node with group name killme and expression : npoints($DOPNET+":"+$OBJID+"/Geometry") == 0 into the group 0 expression. Next, I created a delete node under the group node with the object group name: killme. No go. Nothing happens to the spraying geo. Am i barking up the wrong tree or am I close? Need help. Thanks. Just getting up and running so I am new to Houdini. I will provide the .hipnc file and screen shot but there will be missing source geo in file. Hopefully it will help NeedToKillGeo.hipnc
  5. Hi all, I am trying some simple tests in dops using the bullet solver. I have hit a few stumbling blocks and would appreciate any input from you friendly people What I'm trying to do: I am trying to get a scene showing a pillar being picked up by a crane (like the ones in fairgrounds where you can use it to grab soft toys), the base of the pillar stays where it is and the rest of it gets picked up by the crane. As the pillar is picked up, the lower part of whats left is crumbling away as the whole thing moves. The setup: Because this will eventually be put into a game engine, I have to keep the number of fractured pieces down, so I split the pillar (Top, Bottom), and then I split the Top even further to isolate the "destructible" area. I fracture this area and animate both objects to be moving with the crane (transform sop within the SOP level) I then bring these objects into a dop network as RBD packedobjects but I can't seem to bring in the animation that is attributed to them. I change the "Initial Object Type" to all the the available selections int he dropdown, including Create animated static objects" but this doesn't seem to do anything. I do know you can do this on an RBD fractured object using the Use Deforming Geometry checkbox, but I'd prefer to work with packed geometry to reduce simulation times. Ideally, I would want the destructible area to just be parented to the Top of the pillar and then I can make it crumble by breaking the constraints. But I can't seem to do that either. In 3DS Max, in PhysX, there is an option to tag objects as "Kinetic" and then choose which frame to make them "Dynamic". That's a very rigid way of working and I'm certain there is a much more flexible way to do it in Houdini but I am still a beginner, especially when it comes to rigid body simulations. So to summarise, the questions I am left with are: How can you bring in animation on an RBD packed object? What would be the best way to achieve what I am trying to do? Thanks
  6. Hi all, Is there any way to glue active objects to non active deforming object? I tried to update glue position every frame so that it could stick to passive object, but looks like it doesn't work. Attaching hip to be clear Cheers, A glueToDeform.hipnc
  7. Hey everyone,My overall goal is to simulate liquid poured into a glass with ice cubes inside, with the ice cubes floating.Everything works normally until I enable feedback forces: Normal: https://gfycat.com/LameCarelessIzuthrush With feedback: https://gfycat.com/FlashySolidFreshwatereel There's a ton of particle loss. For these sims, particle separation is 0.004, grid scale is 2, feedback force is 1, and max FLIP substeps is 10.The best I got was to maintain volume with 1.75 grid scale, but with overreacting ice cubes: https://gfycat.com/MiserlyEmbarrassedAfricanbushviperI've attached the Houdini file for this below.Anything related to this problem would be helpful. Why is there particle loss, even without reseeding or with many substeps (I've tried using 20)? Is there a problem with how I'm using feedback? Why does changing grid size cause volume to increase or decrease?Thanks! ice-tea-milk_027_017.hipnc
  8. Hello guys, How can i use impact data when an object hits a particular object in my case a ground plane to break the constraints, For eg - i have certain glued objects falling on the ground , some of them are breaking in the air while they release due to impact generated while i want they should only break once they collide with the ground plane else their strength should remain -1. So how could i extract object id of ground and use that as an impact data.
  9. I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated. packedgeo_shapetoShape.hip
  10. Hey guys! I'am pretty new to Houdini and I need some help now. I've set up an rbd destruction and I want fluid to interact with it. Here is the reference I want to achive: The fluid I set up was either incredibly slow to sim or just did not stay inside the collision object. I didn't find any good tutorial for this kind of flip-rbd interaction. Could you recommend any method you would handle this problem? I atteched my hip file so you can see what a mess I made Thanks a lot, Máté bottle001.hipnc
  11. I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated.
  12. I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated.
  13. this has to be simpler than i'm making it. I hear theres an active attribute i can set but dont know how to do it. Currently i'm trying to faff on with an attribute vop and some xyzdist and compare and if-then block but i cant get it working. I got the trick from a search results and a file but houdini doesn't seem to have the if-then block i need so its really confusing me. can anyone help i just need a nice solution for pinning some parts of fractured wall to the floor maybe based on a proximity value or a group or something so i dont have to manually enter all the pieces as active=0 i cant supply a scene sadly as i'm in work and cant upload anything. But its a pretty simple ball hits wall scene really :/ really confused by this ant
  14. Hi Guy, I am working on a project, it is a fractured wooden logo that I need to explode the pieces and then get them back together which turns to another logo. So, the second logo has to be created from the pieces of first logo. What would be the best way to do such a effect?
  15. Hey everyone. Hope you guys are well. I need some help with a shot I am working on. Basic idea is i need to have bits of strawberry to fall into swirling yoghurt,hit the surface,swirl around and slowly get pulled under the surface. I've got the swirling yoghurt working but when I drop my RBDs into the container they plow right through the flip sim. I've tried tinkering with the Feedback scale,Density and so on but nothing works for me. If anyone of you Wizards can have a look and shed some light on what I am doing wrong it would be greatly appreciated I have a scene attached Swirl_03.hip and my swirl force source geo FOR_OD.rar Thanks again Cheers Dimitri Swirl_03.hip
  16. Hi!The question is the following. I have a simulation of the destruction, can I create a "height threshold" not according to the position of any of the coordinates, but for example using a color or something like that. File as an attachment Dest_0.1.hip
  17. I'm gradually trying to learn various of Houdini's solvers (primarily cloth, pyro, and bullet for now) and I'm slowly getting to grips with how they work individually. What I'm struggling to understand, and also struggling to find good learning resources for, are the ways to create interaction between multiple solvers. I'm interested in setups for one-way interaction (eg. pyro affected by bullet/rbd sims) but even more keen to understand two-way (or more) interactions. For example, how to have cloth and bullet (and perhaps pyro as well) all working mutually in a dynamic simulation, all affecting each other. Can someone point me in the right direction towards learning how to combine different solvers together? Are there generic ways for doing this (in other words combining cloth and bullet would involve the same understanding/setup as combining pyro and cloth), or does every solver/combination have its own idiosyncrasies when trying to combine? I found this video about combining pop and bullet solvers: https://www.sidefx.com/tutorials/combining-solvers-with-a-multi-solver/ I assume a good understanding of the multisolver is key here. But the multisolver doesn't accept the cloth solver as an input, so it seems like there must be more to it than that... Any help much appreciated!
  18. i have managed to create a network of masked gravity force to drive the RBD packed objects but I'm a little confused about how to proceed further. i need to control the moving pieces of geometry more effectively with further forces as well as create debris from the cracks or where it fractures. any direct help (i have attached an example file) or pointing me towards resources where i can learn further would be cordially appreciated. thank you and best regards fracture.avi fracturingGeoMaskingForce.hipnc
  19. Hey everyone, I'm trying to blow an object through a wall. I need a lot of control over the art direction. I have been doing my look dev in C4D where I can paint active vs passive objects. I can also have the active objects asleep until there is a collision detected. I have attached my working Houdini file. I haven't been able to figure out to paint active vs passive objects, so my workaround has been to alter the glue strength based on a color attribute that I created in the constraint network. This seems to work okay, but the wall get's knocked over when the collider goes through it. How can I pin this wall down to the ground? The tuts I've found all seem outdated for H16. Any help is most appreciated. Thanks! -Brian
  20. Would anyone know how to pre-fracture geometry in houdini, bring it into unreal engine and have it be dynamic (responsive to real-time collisions)? I know unreal has a way to do it and be dynamic, but Im wanting to be able to art direct from houdini for the area where my collision will happen in the level. I have already tried pre-fracturing with voronoi and exporting as alembic and fbx but no dice. Just wanted to see if anyone had a solution to this. Any ideas?
  21. Hey guys, working on a destruction peice and wanting to take the velocity from my charachter and put it into my bullet sim - So decided to try and use a sop geometry node to bring in the calculated velocity (from a trail and fluid source) - which is working perfect. But my sop force doesnt update each frame, its static - ive tried changing the expression from $T to $F and other things, not sure if its a limitation or if im doing something wrong? i will attatch a file but will be missing the geo but atleast you guys can see the setup Any help would be great! Thanks Destruction_v3_t2.hip
  22. hey, i am piping the results of an rbd sim into a debrissource to generate particles and then smoke. this method has worked for me so far. this time, however, the points are not being scattered on the actual cracks. i am not sure if i got my name attribute screwed up when working with the fractured pieces as packed geo. looking into the debrissource sop tells me that the name attribute is required. any ideas? thank you!
  23. Hi again, I got a simple piece of geo here which I'm trieing to convert to an animation. I tried a wire sim with a wire capture, some constraints, a rbd collision method but This chain isn't willing to behave like a chain. More so if the chain is meant to follow an animated object while swi9nging around. Could anyone show me an example on how to make this thing work? Chain chain.bgeo
  24. I am having a couple issues. One i am unable to get mantra to render a single frame. It tells me i have to delete all of my nodes to render. my second issue is that my shattering glass that i cached out is not showing up when i source it into the file node. Also when i link all 6 furniture files, the debris, bricks and pyro explosions that are pre-cached, Houdini crashes. Please have a look at the scene files and advise. RBD_Destruction_Help_File.hipnc Shattering_Glass_cash_File_Help.hipnc
  25. Hey people, I heard this forum has a lot of really talented and technical oriented people who can help me out of my problem. At work I have to do some research and create a little scene where a car SLOWLY falls down a cliff. Imagine someone would push a car down a hill without a driver and it falls down to hell. So as a Houdini-Newbie I imported an OBJ of a car and declared it as an RBD-Object. My simple-geometry-plane is a static object. Through the gravity tag my car "rolls" down that hill and jumps over the cliff. But there is one problem. The center of mass should be more in the front of the car. Is there any easy way to move the CoM-point to the position where the engine sits? I tried different things like pushing the pivot aso. but nothing worked. It seems like Houdini tries to calculate the center of mass in the Object-Level with a bounding box and ignoring my custom moved pivot. Is there an easy way to define an exact point, where my center of mass is? Or is there any way to show it at least? My goal is, like you will see in the screenshot, that my car falls down a little bit faster in the front. Like it would behave in real world. Now it is pushing itself over the cliff until it gets over the center point of the OBJ. Thanks, Bastian