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  1. how can I convert a duplicated object a separated objects to work as fracture object inside DOP NETWORK? Duplicated_Objects_as_Fractured.hip
  2. hey all i'm sure this is a fairly simple one but i'm having a hard time with it :/ been at this for 6 hours today so i have a sim of a big wall exploding outward - it looks great but sadly i have a huge chunk of pieces that fly towards cam an i'll be damned if i can find a way around it - is there any force i can apply from the camera that can push them outwards instead of just heading towards the camera and through it? It would be awesome if i can art direct this a bit more! thanks Ant
  3. If you look at the attached ColIgnoreA.mp4, you can see the "red" and "green" collisiongroup attributes ignoring one another. Results are as expected. In ColIgnoreB.mp4, with those same collision ignore groups, I glue one red and one green sphere together. The free red sphere now collides with the green sphere, which is not as expected. The best I can tell is that when these pieces are glued together, they somehow combine their collision groups. When I set collisionignore as "red green" it ignores them both. However I still want red to collide with red, so it does not work for me. What's more is that Soft and Hard constraints work as expected, ignoring green sphere collision. Only Glue is strange like this. Is there a way around this? ColIgnoreA.mp4 ColIgnoreB.mp4
  4. Hello guys, the scene has an simple moving geometry, with a bunch of spheres scattered in this moving box. and i need to maintain this animation and when these sphere enter in certain area they fall (something like an ativador). I was messing with RBD Packed Object, it seems it has something with this tree integers attribute (active,animated,deforming). Using attribute transfer sop to change those values and the activator region looked good but it didn't work as expected. please any tips to achieve this?? ps: i will attach an .hip setup. activate_by_region_v00.hip
  5. Hey people of the internet, I feel like I'm being really dumb and I cant work this out. I haven't had much experience with RBD solvers because I usually use C4D for these sort of simple setups. Basically I have a load of spheres inside a box and I want the box to contain them. Unfortunately, the spheres just pass through. I have fiddled with it and can get it to work. If it's set to bullet it sticks some of the spheres and the rest pass through. I have attached a screenshot of my set up.
  6. Hello everyone! This is the first demo of a new tool I've been working on in Houdini. The idea is to simplify the process of adding steel reinforcement in concrete fractures, specifically FRC (fiber reinforced concrete) My aim is to produce a single node that takes your simmed geometry and adds these steel fibers along the fractured surfaces. Here are some examples of my tool so far: password = vfx Current controls: - max fiber length - randomize fiber length - max angle (before fiber breaks from the adjacent piece) Things I plan to add: - randomize max angle - fragments of concrete stuck to fibers (as seen in example video below) - fiber straightness (how straight/crooked the fibers are) If you have any cool ideas or suggestions, or feedback on my work so far, let me know! (The idea was inspired by the following breakdown video at 2:39)
  7. I'm having a problem with a RBD simulation. I followed Applied Houdini Rigids 3 for the setup and everything finally worked. Now I would like to work on an actual scene, using an animated alembic instead of animating in houdini with a null. But I can't see what to change or to adapt in the setup to get Houdini to read this animation and make the switch to physics work like in the original setup. Importing my abc and switching every cache to store a frame range instead of a single one might mess with the constraint system, any ideas?
  8. hey guys, is there a way to make a granular solid to be very rigid? Not cloth like. I have to simulate a detailed styrofoam breaking and it would be perfect if I could work with grains. Thx, Alvaro
  9. 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
  10. Hey Everyone! So the issue is... I am using Voronoi to fracture an object. The inside and outside faces are in two groups named 'inside' and 'outside'. I'm using the 'assemble' node to pack the primitives however, doing this, it looses the 'inside' and 'outside' groups which I need to use later on. Is there a way to use the assemble node and keep the groups? Any advice is massively appreciated! Thanks All!
  11. Hi, So I made an rbd sim where I had only 200 unique pieces. Then I made an rbd sim using 100s of each of these pieces. I cached the simmed points. After this, I want to place my unique pieces onto these points. What's the best and most optimal way to do this for the viewport and the renderer? I have seen many different techniques, I can't tell which one is the best. Should I just use Instance SOP? Should I save the first frame of the sim and use this instead? I can transform them using Transform Pieces SOP, but I don't know how to bring them optimally. Should the pieces be brought it as packed geometry, packed fragments, packed disk geo, or something else? I want Houdini to know everything is coming from these 200 unique pieces so it can show them more efficiently in the viewport and the renderer. I noticed if I save my pieces onto separate files as packed fragments, Houdini is saving the entire packed geometry onto each file that takes a lot of space. How do you do this? Thanks
  12. 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?
  13. How do i make a FEM object stay in air like its static but also take a punch and deform like its (Rigid) affected to gravity.
  14. BulletSOP is implementation of Bullet library (bulletphysics.org) inside SideFx Houdini (sidefx.com). It's a plugin for creating incredibly large rigid body simulations on average PC. The Tool is very powerful, flexible and speed is very impressive as well as memory footprint. The plugin is free and without limits! So you can create truly stunning massive simulations. BulletSOP is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources. Main features: - Bullet RBD Solver - Support for multiple Broadphases, Constraints Solvers - Loading data from previous frame - Geometry decomposition (Tetrahedra, Voxels) - Static/Animation body - Convex Hull - Compound Hull - Deform static Hull - Primitive Hulls - Constraints (auto-generating, spring, 6DoF) - Collisions Groups - Object Forces - Point Radius Forces - Delete Duplicity data - Instancing - Emitting system - Includes many example scenes for studying - Support for Windows(64bit), Linux(64bit) and OSX(64bit) Links: Houdini: www.sidefx.com LinkedIn: www.linkedin....Houdini-4796605 More author's videos: vimeo.com/user3251535 Create freely, simulate quickly and enjoy fully! Best wishes, Milan Suk Download BulletSOP v2.0.15 for Windows, Linux: http://bit.do/BulletSOP_v2_0_15
  15. BulletSOP is implementation of Bullet library (bulletphysics.org) inside SideFx Houdini (sidefx.com). It's a plugin for creating incredibly large rigid body simulations on average PC. The Tool is very powerful, flexible and speed is very impressive as well as memory footprint. The plugin is free and without limits! So you can create truly stunning massive simulations. BulletSOP is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources. Official repository on Github. Main features: - Bullet RBD Solver - Support for multiple Broadphases, Constraints Solvers - Loading data from previous frame - Geometry decomposition (Tetrahedra, Voxels) - Static/Animation body - Convex Hull - Compound Hull - Deform static Hull - Primitive Hulls - Constraints (auto-generating, spring, 6DoF) - Collisions Groups - Object Forces - Point Radius Forces - Delete Duplicity data - Instancing - Emitting system - Includes many example scenes for studying - Support for Windows(64bit), Linux(64bit) and OSX(64bit) Links: Houdini: www.sidefx.com LinkedIn: www.linkedin....Houdini-4796605 More author's videos: vimeo.com/user3251535 Create freely, simulate quickly and enjoy fully! Best wishes, Milan Suk
  16. BulletSOP is implementation of Bullet library (bulletphysics.org) inside SideFx Houdini (sidefx.com). It's a plugin for creating incredibly large rigid body simulations on average PC. The Tool is very powerful, flexible and speed is very impressive as well as memory footprint. The plugin is free and without limits! So you can create truly stunning massive simulations. BulletSOP is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources. Main features: - Bullet RBD Solver - Support for multiple Broadphases, Constraints Solvers - Loading data from previous frame - Geometry decomposition (Tetrahedra, Voxels) - Static/Animation body - Convex Hull - Compound Hull - Deform static Hull - Primitive Hulls - Constraints (auto-generating, spring, 6DoF) - Collisions Groups - Object Forces - Point Radius Forces - Delete Duplicity data - Instancing - Emitting system - Includes many example scenes for studying - Support for Windows(64bit), Linux(64bit) and OSX(64bit) Links: Houdini: www.sidefx.com LinkedIn: www.linkedin....Houdini-4796605 More author's videos: vimeo.com/user3251535 Create freely, simulate quickly and enjoy fully! Best wishes, Milan Suk Download BulletSOP v2.0.13 for Windows, Linux and OSX: http://bit.do/BulletSOP_v2_0_13
  17. Hello ^^ I always tweaking my vase scene with crowd but I have a real big problem: I don't understand why my vase reacts beforce my agents touch it :/ I don't really how to change the dynamic/bullet parameter in Crowd nodes tree :/ Please help me I'm kind of lost :/
  18. I am doing a RBD Fractured Solve. I want to use the Sop Solver through the Multi Solver to push and deform the objects to a final destination. I notice that when I transform the objects in the SOP Solver away from it's object center, it tends to do weird stuff. Like trying to still revolve around it's original pivot. Is there something I need to do to maintain a proper center pivot?
  19. BulletSOP is implementation of Bullet library (bulletphysics.org) inside SideFx Houdini (sidefx.com). It's a plugin for creating incredibly large rigid body simulations on average PC. The Tool is very powerful, flexible and speed is very impressive as well as memory footprint. The plugin is free and without limits! So you can create truly stunning massive simulations. BulletSOP is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources. Main features: - Bullet RBD Solver - Support for multiple Broadphases, Constraints Solvers - Loading data from previous frame - Geometry decomposition (Tetrahedra, Voxels) - Static/Animation body - Convex Hull - Compound Hull - Deform static Hull - Primitive Hulls - Constraints (auto-generating, spring, 6DoF) - Collisions Groups - Object Forces - Point Radius Forces - Delete Duplicity data - Instancing - Emitting system - Includes many example scenes for studying - Support for Windows(64bit) and Linux(64bit) - Support for Houdini 12 & 13 Links: Houdini: www.sidefx.com LinkedIn: www.linkedin....Houdini-4796605 More author's videos: vimeo.com/user3251535 Create freely, simulate quickly and enjoy fully! Best wishes, Milan Suk Download BulletSOP v2.0.12 for Windows and Linux here: http://bit.do/BulletSOP_v2_0_12
  20. 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
  21. BulletSOP is implementation of Bullet library (bulletphysics.org) inside SideFx Houdini (sidefx.com). It's a plugin for creating incredibly large rigid body simulations on average PC. The Tool is very powerful, flexible and speed is very impressive as well as memory footprint. The plugin is free and without limits! So you can create truly stunning massive simulations. BulletSOP is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources. Main features: - Bullet RBD Solver - Support for multiple Broadphases, Constraints Solvers - Loading data from previous frame - Geometry decomposition (Tetrahedra, Voxels) - Static/Animation body - Convex Hull - Compound Hull - Deform static Hull - Primitive Hulls - Constraints (auto-generating, spring, 6DoF) - Collisions Groups - Object Forces - Point Radius Forces - Delete Duplicity data - Instancing - Emitting system - Includes many example scenes for studying - Support for Windows(64bit), Linux(64bit) and OSX(64bit) Links: Houdini: www.sidefx.com LinkedIn: www.linkedin....Houdini-4796605 More author's videos: vimeo.com/user3251535 Create freely, simulate quickly and enjoy fully! Best wishes, Milan Suk Download BulletSOP v2.0.14 for Windows, Linux and OSX: http://bit.do/BulletSOP_v2_0_14
  22. 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
  23. Hey everyone! I am trying to create a hailstorm effect with raining huge blocks of ice (hail). I set up a simple simulation where there is a grid and each frame a random point is selected and a hail is copied onto it, then with a sop solver it gets merged in. It all works, but after a few pieces, the simulation slows down drastically. They are packed and the DOP uses autofreeze, but still it's slow... Please somebody with experience look at it and tell me why? Thanks! Jegeso_001.hip
  24. BulletSOP is implementation of Bullet library (bulletphysics.org) inside SideFx Houdini (sidefx.com). It's a plugin for creating incredibly large rigid body simulations on average PC. The Tool is very powerful, flexible and speed is very impressive as well as memory footprint. The plugin is free and without limits! So you can create truly stunning massive simulations. BulletSOP is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources. Main features: - Bullet RBD Solver - Support for multiple Broadphases, Constraints Solvers - Loading data from previous frame - Geometry decomposition (Tetrahedra, Voxels) - Static/Animation body - Convex Hull - Compound Hull - Deform static Hull - Primitive Hulls - Constraints (auto-generating, spring, 6DoF) - Collisions Groups - Object Forces - Point Radius Forces - Delete Duplicity data - Instancing - Emitting system - Includes many example scenes for studying - Support for Windows(64bit) and Linux(64bit) - Support for Houdini 12 & 13 Links: Houdini: www.sidefx.com LinkedIn: www.linkedin....Houdini-4796605 More author's videos: vimeo.com/user3251535 Create freely, simulate quickly and enjoy fully! Best wishes, Milan Suk Download BulletSOP v2.0.11 for Windows and Linux here: http://bit.do/BulletSOP_v2_0_11
  25. Show what you made with BulletSOP !!! I'm creating this thread because I see that there is more and more R&D videos(mainly on vimeo) and In 2014 We can expect few great movies where artist's using BulletSOP push a limits of VFX. Of course these studio's will release breakdown's after these movie's hit Blue-ray!
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