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Found 194 results

  1. 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?
  2. 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
  3. 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!
  4. 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
  5. 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
  6. 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
  7. am having two 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. Please have a look at the scene files and advise. Shattering_Glass_cash_File_Help.hipnc RBD_Destruction_Help_File.hipnc
  8. I have three individual components to this briefcase, the body, the handle rings and the handle, the body is a static objects and the other two are RBD packed objects, all concave. I am trying to get the handle to hang from the suitcase naturally but they are falling through each other, there is a slight reaction but i cant get them to completely react to each other. I have attached a zip of the three .obj files and the .hip file if anybody could have a look. Any help would be really appreciated ! Thanks! Assets.zip
  9. I am having two 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. Please have a look at the scene files and advise. Shattering_Glass_cash_File_Help.hipnc RBD_Destruction_Help_File.hipnc
  10. 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
  11. I have a load of RBD packed objects smashing on a Ground Plane, they're all intersecting by a consistent distance through the Ground Plane, the RBD packed objects are all convex hull rather than concave although changing between the two doesn't seem to make a difference. I've tried replacing the Ground Plane with a static box and trying different geo representations on it but that doesn't seem to work either. Any suggestions on how to fix this would be really appreciated! Thanks
  12. 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 WallExplo_Help.hiplc
  13. Hello OF, I have a small issue which I hope you can help with... I am creating attributes at SOP level to control the breaking of constraints in a SOP Solver in DOP's using the following VEX code in an attribute wrangle connected to 'relationship geometry' of the SOP solver. if (s@constraint_name == "pin_between"){ if ((f@torque>@break_torque||@angle>@break_angle||f@force>@break_force)){ s@constraint_name = "pin_broken"; i@breakframe = @Frame; } } My issue is that when I disable one of these attributes at the SOP level, the sop solver seems to interpret it at a value of 0, and the objects constraint will be completely removed on collision. Is there a better function to use than 'or' in this situation? An 'if else' seems more appropriate, but I am unsure of the syntax of that in this situation within VEX. Any help would be greatly appreciated. Many thanks in advance.
  14. Sorry if this question has been asked before (I've been searching the forums and still can't find an answer) but I have a question about setting up constraints for RBD Packed Objects. In a nutshell, what I'm looking to do is allow my main piece of geometry to "stay in place" while gravity only affects the pieces that are being collided with. I should mention I'm still relatively new to Houdini so I don't really have any idea of how this process has changed over serval versions—I'm on 15—nor do I have an extensive knowlegde of Houdini at this point (unfortunately, but that's why I'm learning). So far the issue I seem to be having is that my gravity is pulling down all of my fractured pieces (which are being held together by a glue constraint) but this geometry is part of a larger building which means I have to make sure it looks as if it is attached to the larger structure. Example image below. Hopefully this all makes sense and is enough to go on because I brought in all of my assets from Maya (alembic). I feel like I'm just missing something really simple here... tried adding a Pin Constraint earlier but realized there is a difference between using constraints with RBD Packed Objects and a regular RBD Object node... now I'm at a loss. Thanks in advance for any advice! -B
  15. I have two separate stacks of geo made using copySOP's, i am trying to get them to interact with each other. They do interact with each other but the constrains only effect one model, i can switch them in the merge but its only ever one that holds together, the other falls apart instantly no matter what the glue strength is. Ive put photos below and attached the scene file with the model that needs referencing in. New to Houdini so any help or advise would be greatly appreciated! Thanks PlateSimulationTest001.hipnc plate.obj
  16. Hello! Do some of you sometimes use Fluid Force node? I want to have my fluid having influence on meshes, and I cannot manage to set the node properly. If you use another method for this, I would be happy to learn it. Thank you! leafNdrop.hip
  17. I Have stacks of plates and bowls that i made with a copy node on one original model of each type of plate or bowl rather than importing each model multiple times. I want each object to be able to fall and smash independently which i am struggling to work out. When i make the stack a RBD Glued Object it either all moves and smashes the exact same way like they are being read as one whole piece rather than individual plates/bowls or they move individually but the glue errors saying "making objects from different solvers mutual affectors" so they cant smash. Sorry if this is a basic question i am new to Houdini, any help would be greatly appreciated!
  18. Hi guys, so I'm doing a scene where berries falling into a bowl but I use a sphere and a simple cup modeled to visualize then I realized when I use rbd object on the sphere and static object on the cup, the sphere doesn't drop into the cup but instead it drop just before the cup. I've been trying to figure out but I have no idea why it turns out like that. Any clue what happened? testyog.avi
  19. Hi guys, I'm started on a H16 sim where I have a cup of ice and fluid and another piece of ice that will dive in and float back up (animated). I've almost always dealt with larger water sims and don't have much Houdini experience with small scale sims I figured some people here have experience with such simulations and would like to ask if there are any best practices and tips here? I have some questions myself 1. How important is it to try to simulate and keep everything to scale for rbd and flip sims of this sort? I have found in my initial bullet tests that just trying to fill the glass with ice at scale tends to give me exploding rbd sims. In this case, I had the ice cubes and glass modeled in maya. When I brought it into Houdini I scaled it down by 100x to match the meter scale in Houdini. I tried adjusting the collision padding to stabilize the sim but to no avail. I had no issues when I worked at 100x scale. I'm curious if anyone else has experienced this? However, not working to scale meant that my flip sims feel larger in scale, like a swimming pool and not a cup. Increasing gravity 3x has helped the sim look more to scale. But that seems very arbitrary to me. I'm more inclined to work at a bigger scale as adjusting to smaller scales have given me all kinds of problems from unstable rbd sims to leaking water particles and decreasing water levels. 2. Is flip the the recommended approach for these fluid sims? I've seen sph being recommended. But honestly, I don't even know where the sph tools are 'hidden' these days in Houdini. And I know these days SideFX recommends flip for everything. 3. What is the best way to get some of the ice to interact with the water sim? Via density and flip solver feedback or the bouyancy force dop node? 4. Any tips on dealing with collisions and keeping things water tight in a thin lip glass that still needs water to splash out of the glass? When testing, I often found that it was very easy to leak fluid from the container even though my flip collision guide shows that there isn't any holes in glass collision. 5. Any tips in meshing the fluid with regards to lighting and rendering? I've seen it recommended that the water geometry be slightly larger then the glass. How are folks doing that with flip sims? I'll try posting an example file whenever I get to a good point. I really would like to benefit from the experience of folks who have done this sort of sim. Thanks in advance.
  20. 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
  21. Hi everyone, I made this setup to mix constraints between conetwist and glue, depending on angle value, i set the constraint_name in a sop solver plugged in the constraint network node, it works quite well but the resulting object is floating in the space... is anobody here can check my file and tell me what's going on!!!? apparently its not a subsanple or CFM, ERP issue ( i checked all this parameters and, nothing...) thx by advance, Best regards H TEST_PACKED_CONST_METAL_V002.hip
  22. Hello I am trying to make a voronoi fractured object into grain soft body. I split the object with voronoi fracure, and use for loop to create grains for each piece. On the dop level all looks great - all voronoi pieces are separate and bounce around the way I wished. The problem is when simulated mesh is read back and fed into point deform sop. The original mesh is not acting as separate objects. Is there an easy to correct this? Also, is there a way to create a glue constrain for grain sims? voronoi soft body.hiplc
  23. Hi - so I have a particle system (from popnet old) of particles basically ramming into their nearest neighbor if their nearest neighbors nearest neighbor is them... and then I have one of the particles being deleted when they're about to collide. Now I want to do an RBD sim of spheres colliding with fractured spheres. So I separated the points into two groups, one for points that are acting as colliders which get spheres copied to them, and another group of points that exist for one frame (right before the collision) that get fractured spheres copied to them. I tried bringing these into a dopnet and making two RBD fractured objects... probably going wrong right about here.. The first RBD fractured object I set as my collider spheres and set it to 'Use Deforming Geometry' and the creation frame to $FSTART. When I watch it alone the animation seems to be working and the collision geo looks good. Then the other RBD fractured object I set to my fractured spheres and set the creation frame to $FF, when I watch this alone it seems to be working too. However when I merge them and plug them into a bullet solver everything goes crazy. I'm probably missing something simple, but I've been stuck for awhile now so figured I'd finally make my first post on here! The Hip file is attached, thanks in advance! particle_system_smash_test.hipnc
  24. rbd

    Hi ,i use Houdini apprentice 15.5 for 3 months now and i have a problem with the RBD collision.In fact, i'm doing and exercice and the goal of the exercice is to have realistic mouvement when the tube push and object on the table. But the collision of the RBD Objects with the ground is not realistic. The thing is watch tutorials and i reproduce in an empty scene the tuto and it works fine with a simple object like a table and a cube, i mean when the cube is put onto the table the cube does not pass through the table. But in the scene you see bellow everything was working fine until I apply the glue node onto the bowl. After that the bowl the dinner plate and the waterglas pass through the table and it is the first issue i have.Secondly when the objects fall onto the ground the collision is not realistic.I need some one help to fix this problems.Thanks you
  25. Hi, I am trying to find a way to make custom shatter patterns with the make breakable button on the rigid body tool shelf. My scene has box - which is the default make breakable dynamic object. I would like to be able to custom shape the shattering in the same way as the object custom_shatter included in the hip file. Thanks! makebreakable_custom_v001.hip