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Found 8 results

  1. Hi! Just sharing another work of mine, this one took me a lot of time and I like more what this setup can achieve than the result that I got , but at least I finished. Hope you like it!!
  2. Alright I'm still quite new to Houdini but I'm enjoying its shattering system and its dynamics are much more viable to use over the likes of Maya. My question is whether or not it is possible to bake object shattering and interactions with other objects as set keyframes. Reason for this is so I could possibly transfer it over as an FBX file to Maya. I apologize if this seems a bit obvious of a question. Thanks for any help, Belt
  3. Hey guys! I'm working on a special effects shot for a short film in which a bowling ball hits a windshield and shatters it. I'm trying to get the ball to actually stick into the glass, or possibly go all the way through. The shot will be from the inside of the car, so I may end up tracking the render to the live windshield footage - or if all else fails I'll just do it practically. Can someone point me in the right direction on how to do this sticky glass windshield kind of thing in Houdini? Thanks!
  4. This is my second installment in a houdini quasi-tutorial series; this is a setup to pre-shatter and sim a deforming character with accurate shatter deformations, custom rigid body activation, bullet packed primitive RBD setup, and post-sim multi-tile UV setup for greater flexibility. I will be following up this tutorial with another on how to create a custom shader setup that includes accurate inside displacements, multi-tile UV layered shader setup for separate shaders/displacement for inside and outside pieces, and how to mix true displacement and bump maps together in one setup Hope some of you find this helpful! Note- As are most things on the forum, this setup is a result of research and techniques compiled from both personal workflows and development and various techniques found here on the forum and elsewhere So thank you to everyone who posts here to share workflows and ideas to make these tutorials possible NJ_character_crumble.hip
  5. Hello world! I'm working on a school project which consists in a gun bullet going through a robot helmet. The modelling and animation has been made in Maya and exported as an alembic. I imported this alembic into Houdini and separated each object of the scene with the Pick option. I added a Scatter node and a Voronoi node on the part of the helmet I want to break. Then I did all the RBD stuff and the destruction works fine except I have a very annoying problem: the shatters of the helmet are too visible. Some screenshots to help you understand: Frame 1 (notice the shatters on the opposite side) Frame 34 (after impact) I'm a noob on Houdini so I might need precise explanations! I've been stuck on this for days and I'm getting desesperate... Thanks in advance for your help!
  6. packed sop force constraint_general.otl constraint_between.otl forces_v3.hipnc
  7. Hi everyone Just recently finished one of my Houdini test projects, It was mainly for practicing RBD sims, shading, lighting and rendering (Mantra) and also to get a better understanding of outputting passes in Houdini, Please watch the final video here: Hope you like it! Sina
  8. 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