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Found 270 results

  1. I'm trying to imitate the motion of rocks falling on dirt. Since the RBD Solver seems to give me more accurate and realistic looking results over the Bullet Solver, I decided to go with that method using RBD Fractured Object. When I first had my scene setup with Bullet, I was able to use a little VEX in the SOP Solve to artificially reduce velocities as rocks fell below a certain Y value. It seems like that setup isn't compatible with my RBD setup, so I was wondering what would I need to do to get it working? In addition, how can I write an expression that would tell the solver to reduce the velocities of the objects by half and double their weight each time they impact the ground? Any tips would be greatly appreciated. Thank you! RBDTest_001.hiplc
  2. Hi ! I am working on RBD in Houdini 16.5.268 and I render it with redshift 2.5.56 I have some problems during the rendering : we see the edges of the fractures ! I tried a lot of things without managing to get rid of it. It works fine in mantra, no artefact. My geo has UVs, Normals and rest position. Do you have any idea of how to correct that please ? Scene is attached and some pics of the results. PS : I also had other problems while rendering rbd in redshift. In some scenes, applying two different materials with different displacement values on inside and outside groups of an object results with a gap between inside and outside faces. In other scenes, the displacement of inside surfaces flicked. It seemed that it was moving along time, I didn't find out why. I read the redshift documentation and watched several tutorials but maybe I don't work the correct way with displacement in redshift, could someone help me ? Thank you very much ! Have a good day ! no tessellation no displacement tessellation no displacement no tessellation displacement tessellation displacement mantra displacement material MAT_prob_v01.hipnc
  3. scaling RBD sim problem

    Hey guys! Hoping you can help me out with this. Trying to get this RBD sim to time properly, tried even scaling the scene in the HIP file for the DOP network to have best avail information. Density should be pretty accurate for steel as well. The sim feels like its going in slow motion / in space / another planet- gravity feels very low even though its definitely the correct -9.8m/s^2. Should I just speed it up post- cache? Or is there some option I'm not looking at. Pretty new to Houdini, so let me know what y'all think / any other suggestions? Thanks!! F150_body_metal_v01.abc preview_cache_v01.mov 180505_hardConstraintTest_v07_metal_only_slide.hiplc
  4. Hi All, I am playing around with Houdini trying to destroy a big monument (Arch of Triumph) with Bullet. The model is made of some 170 000 bricks modeled individually, not to mention the cracks I made that add some thousands of mid-size debris, and all of that maintained with more than 2 millions constraints. After some expensive tests, it appears, of course, that it cannot be simulated one shot on my computer, as it breaks the 64Gb RAM I have available to me as soon I start to delete too many constraints and things start to collide in every directions. So I have split the work into several simulations, in « cascade », to divide and conquer : I start with the lower part of the monument, then I use the cached sim as an animated static object in the next simulation and so on. Again, after some tests, I have that : the first sim is going well, but the second sim crashes after 16 frames, breaching the 64Gb of RAM. BUT : when I trigger the first simulation, then close Houdini (RAM usage is cleared, I can see it on the ressources monitor of WIndows), open Houdini again and run the second sim, everything is fine. So, because I am a lazy man that wants to automatize things at the maximum, I would like to be able to trigger the whole at once, without manually restarting Houdini and taking over the jobs where it stopped : how could I flush the memory completely from the « out » context, where I have my Fetch and Batch nodes (pointing to the various ROP Geometry after each of my successive DOP networks), and where I would like to flush the memory between each Batch and the next Fetch ? By the way, is this behavior of Houdini « normal », or is it some memory leaks (intrinsic to the software and the way it was coded) ? Thanks for your help ! PS : this topic has been very discussed in many places on the forum, but after having read several threads, I didn’t find any satisfaying answer...
  5. SOP Solver Issue

    I'm having a strange issue. For some reason in my SOP solver, the geo will only show pieces rather than the whole thing. I would love any ideas or input thank you, everyone!
  6. How could I make this dynamic ?

    Hi ! I'm a beginner of Houdini and I have no idea how could I make this... If Box on top is moving front, back, left or right, Tube and sphere has to be moved too. but the Tube has to move like wire(or something like a rope) and so sphere attached at end of the wire. Like this image, bulb attached to rope and rope attached behind of celling. I did some ways to make it, used pin constraint and spring constraint but I don't know how could I attach those objects. If you help me, I will be my big big pleasure ! Thank you for read and sorry for my poor English. Have a good weekends !! bullet-bulb-industry-ceiling-pendant-with-black-cord_1427692337841.webp
  7. Hello! I would like some advice on RBD simulation. (I've been trying to figure it out by myself for hours but it doesn't work... please help..!) Thank you in advance!! :> Scene I'm willing to make : Starting from frame85, Object falling and at the same time breaking apart due to the character. Problem : the object only shatters in the air and wouldn't come down. (the broken pieces come down though) (Hipfile attached below) portfolio_v02_vol01.hipnc
  8. Particle collision Physics with RBD

    I'm trying to get good physical interaction between a baked RBD geo and a particle system and the particles seem like they are either all stuck or all slide with nothing in between? I'm bringing in the RBD as a static object collider, with deforming geometry turn on, and set the collisions to Use Surface Collisions (the green guide one). The particles collide but for the most part they stick really harshly even when friction is turned down all the way. If I go onto the pop solver and in the collision behaviour tab, set the response to slide.. they slide but then it looks like its on ice and the friction controls are disabled. Any ideas how to get a good setup? I'm trying to make something like rock debris on a cracking ground surface. so there should be some tumble and roll but eventually come to a stop, maybe a slight bit of bounce but not really too "bouncy" either.
  9. Hello, today I am facing very difficult problem, maybe you could help me in this struggle. Scenario looks like this: I received animated tree exported from SpeedTree as an alembic file. Now in Houdini it looks like wind is moving leaves which is perfect. The problem is I would like to collide with the leaves with RBD objects which are bouncing around my scene. I would like to keep my “wind” animation on a tree but make the tree responsive to any objects that may collide with it and make it so the leaves would bend on collision. Is it possible ? If so what would be the way to achieve such effect. Have a nice day and thank you for your input in advance. P.
  10. Glue Constraint Gravity

    I have been spending some time creating and destroying a building in Houdini but am currently hung up on a constraints problem. In my hip file I have my procedural building, I fracture it, and send the pieces to be constrained together. I haven't meticulously created the constraints yet, I just wanted to get everything in and working first. When I run the rbd sim a ball crashes through the building and blows the middle part of the building away but the top part of the building just sits there floating in the air. Not exactly sure what I'm doing wrong here, if anyone can point me in the right direction I would greatly appreciate it! The hip file has a top level control node to cache everything for you to quickly test skyscraper_destruction.hipnc
  11. How to attach the rbd to wire?

    Hi guys! I had a misunderstanding about relationship of rbd - wire objects. I'm trying to attach rbd to the wire by hard constraint and this gives the result of a one-way rbd effect on the wire. Maybe if we need attach the wire to wall or to electric poles this is will work but what if there is a situation where we need mutual influence on each other, for example Christmas lights, rope ladder or necklace. What constraints we need to use for this? I found the example https://vimeo.com/31314814 but I did not understand how it can be used for several objects. I prepared the simple scene where one sphere should be hang on the wire. How can we do it? Thank you! rbd-wire_constraint.hipnc
  12. Explosion Rbd with pyro clustering

    Hi, i'm working on an explosion scene with pyro that existing from pop trails. but when i simulating my pyro, the area of sim is going bigger so much and killing me. i think there is a way like on that video is there any way to make multi containers like clustering my rbd explosion as like that for speed up sim? i attached the hip file that i found on web and learning from it. Rbd_Explosion_With_Smoke.hip
  13. Hello , just wondering if it is possible for pieces in an rbd sim to reassemble according to the positions specified in the sop level i have a simple fractured sphere (about 60 pieces) , and looking to reposition each piece based on the exploded view outside of dops i have managed to get an almost correct animation by using an Sblend after caching out the sim , but obviously no collsion between pieces would be present. I was thinking of trying to create an attribute with the positions of the exploded view and rerouting it back into dops. does anyone have an idea of how to tackle this, much apprieciated for your help
  14. rbd sim lost uvs

    hey all! I'm importing an obj with uvs into houdini, shatter it and sim a rbd bullet dynamic. I've noticed that after the assemble node created by the shelf tool uvs are gone. now I'm trying to cache out an alembic but once imported outside of houdini I can 't get uvs back...any idea why? cheers
  15. pop speed limit keep affecting the sim

    Hey I'm applying a pop speed limit to some rigid bodies to clamp the explosion force to some min/max at the explosion time everything looks okay, but I can't turn off the min speed limit, looks like once a piece is clamped by that limit it will be clamped forever, even if I turn off the node or switch to a null...almost like that rbd is marked as "never go below that limit", so I end up having pieces travelling for no reason... am I correct? is there any workaround? cheers!
  16. Hi everyone! Just a quick question out of interest. Speaking very generally, fluids usually take longer to compute/sim/render than other types of sim(e.g. rdb). Just wondering why from a technical point of view? Is it anything to do with equations used to compute it? or i guess more particles stuff in the scene? I've just seen how vague and ridiculous this question might sound but any info on this would be really interesting! Thanks in advance!
  17. randomize mass on RBDs

    hey! I have a fractured object I'm trying to blow up, one thing I noticed is all pieces have a mass of 1, how can I calculate a proper mass based on the size of the bounding box or at least randomize it? cheers!
  18. Inside DOP cluster grid source

    Hi Friends, I need your help!! I'm playing with DOP, trying to understand it and feel comfortable working with data.. I come across one issue that I have trouble with.. Is there a way to create cluster grid inside dop? The problem is that I need to timeshift whole range to get initial data for clusters.. Here is the hip file, you can take a look.. I would appreciate some extra feedback about the way I approached with this setup.. I'm I doing something wrong? Thank you!! Regards, M in_dop_clustering_help.hipnc
  19. Hi folks, I am following Steven Knipping's tutorial Rigids II and have some behaviour here which I do not understand and can't solve somehow... You'll see the issue in the attached gif (some of the cluster in the upper part of the hole) I have basically the same settings as in his videos, but it seems that somehow the constraints are going to stick together after they are broken. At least they should break because of the metaball force (which I am using) and the corresponding huge hole inside the building and everything should collapse and not stay like in the gif. First I thought the "Overwrite with SOP" parameter on the constraint network would be the issue (which I then changed to $SF==1), but it didn't help. I am using H16.5.323. Thanks for any ideas and suggestions Cheers Dominik
  20. Emit RBD objects

    Hey guys ! I recently followed the "Houdini 15+ Particles to Bullet" tutorials from Andrew (https://vimeo.com/179143928) and then the "Emit Bullet from Particles" tutorials from Tim van Helsdingen (https://vimeo.com/179639085) but I've got a weird issue that I can't figured out. I strictly followed what they show on their videos, but, when I'm checking my RBD sim, I have duplicate geometries on my point (as you can see on my screenshot). Also, the bullet solver warn me by this message : Something has changed in the RBD between H15 and H16 ? Am I missing something ? Thanks in advance guys, Gael. PS : Here's my file, but it's normally, as we can have in Tim's video. emit_rbd.hip
  21. Hello ! I tried to make fracture for game engine but I stumble into several problems : Most of the time the object I need to fracture is lowpoly, when I try to make them hollow I encounter several problem. Usuing booleans with sphere I get ugly topology (ngons, floating triangles) is there a way to polyreduce it without breaking outer shell and existing UVs ? Anyone tried to shatter using booleans like the video ? Thanks
  22. Hello everyone, I am currently having some trouble exporting my RBD simulations from Houdini to Maya, rendering with Arnold. Namely with UVs and motion blur. Although I have uv and v attributes, none of them transfer correctly, uvs are lost and motion blur looks streaky in some frames. I recall having no problem with voronoi fractures but this time I am using booleans to generate the fractured pieces. I have tried using both .ass files and alembics with no luck. I am curious to hear about your workflows. Thanks in advanced. David.
  23. Hey all, I'm banging my head against my desk trying to figure this out....I'm attempting at creating a spaghetti-like simulation where noodles start out on a plate, and then the plate is flipped and throws the spaghetti off the plate. I'm generating some noodle-esque lines using pops and grains but I cannot for the life of me figure out how to get them to not intersect. Am I missing something? I was also hoping to add meatballs to this at some point as well which would be sitting on top of the noodles and then get thrown off the plate as well....would this be accomplished with adding a multi solver to my pop network that combines the popsolver with a bulletsolver? I've heard grains and RBD objects don't play super well together so I'm not sure which is the best approach for something of that nature. Thanks for your time!spaghetti_RD.hipspaghetti_RD.hip
  24. Grain RBD Active/Deactive

    Morning all, I've got a basic Grain RBD setup of a box filled with grains I would like to settle and then stop movement until a collider is introduced. I 've used a pop wrangle to deactivate the grains below a velocity threshold but would like them to be reactivated once the collider is in close proximity. I thought a simple SOP Solver with an attribute transfer would do the job but, although the spreadsheet says their active value = 0 - they are clearly still active and the SOP Solver appears to be overriding the POP Wrangle completely. Any suggestions on either why this doesn't work or a better alternative. Thanks basicGrainRBD.hip
  25. FEM - Can one use with glue?

    Hi guys, I've setup an Organic Mass FEM, with an active RBD producing the deformation. The RBD while deforming the FEM, pushes it out. I would like to have the base of FEM stuck to the ground. Is it possible to use something like Glue, if so, How? Any other ideas are totally welcome.. Thanks in advance Arun