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Found 128 results

  1. Floating Upright with Bullet

    Hello I am trying to float some debris on a water surface. I have a buoyancy setup that works great for position that allows me to float on an sdf. However, the orientation of the debris will just freely spin around. I need to to somewhat realistically stay upright based either on the debris shape, or a preset up vector. I have two scenes that I have attached. One is just the buoyancy setup, the other is my feeble attempt at using the orient and an up vector to create a torque force....it is not working Any help would be greatly appreciated. Thanks Charley floating-orient_001.hipnc floating_001.hipnc
  2. Hi -- I'm trying to figure out a way to get animated/deforming geometry working for packed primitives in dops. I really like working in VOPs and SOPs, so the packed primitive workflow is really appealing to me, but I can't seem to figure out how to get animated/deforming colliders. I have gotten my packed primitive to animate and match the animation in SOPs, and activate based on an attribute This is my best attempt so far. Inside the dop network, there is a red switch node. You can switch between the packed and unpacked primitives, for reference. The unpacked primitive never gets released to becoming dynamic, but maybe it's useful. Inside the green sop solver in the DOP network is another red switch node. The first input here works great after the packed primitive becomes dynamic, but doesn't collide properly/at all until then. The second input works while it's tied to the animation, but gets all squirrely and weird afterward. It's almost like the pivot point is totally off, or.. I don't know. More confusing than that is that the guide geometry is clearly not what the bullet solver is colliding with, since the guide geometry is in the right place. Could someone take a look and see if there's a better way to do this? All I want is for my packed primitive to be tied to some SOP animation for a while and then become active in the scene. Also, as an aside, do DOP groups work correctly and reliably in a multi-solver? I know it's a dumb question, but I have had a pretty hard time isolating which geometry my solvers are running on so far. Thank you so much to anyone who can help :-)
  3. BulletSOP 2.0.12

    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
  4. Hey guys, I'm sharing a file for those interested in doing art directed fractures. It's definitely not the only way to do this, but I thought it would be nice to give something back to odforce. The hip file is a sim of a platform that is collapsing over time from one end to the other. I've left a ton of notes inside, so check it out! improve it! use it for whatever you want. UPDATE: I've also added the H13 version using packed primitives to achieve the same result. houdini_fracture_glue_bullet.hip rbd_packed_controlled_fracture.hip
  5. how do I pin rigid bodies to wires?

    I can see the other way, pinning a wire to a rigid body (like a pendulum effect or a wrecking ball), but I want to do the opposite. I want to sim the flexible steel beams as wires inside the building and then have the rigid part (the awnings, glass, and frames) break from the forces from being attached to the wires. See attached hip file with a wire outline of a building being shaken in an earthquake. I want to glue/pin the pieces of window geo to the wires and then have internal glue in the window pieces such that they burst from forces. I have a gluenetwork kinda working, but the rigid bodies want nothing to do with the wire part of the sim using the connectAdjacentPieces SOP. Any hints on what I'm doing wrong? wireBuilding_03.hip
  6. Bullet Sim not using all Threads

    I'd like to know if anyone knows why my bullet sim is only using half of the available threads?
  7. BulletSOP 2.0.11

    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
  8. Hi, Ive simmed and cached out a moving cloth grid.. Need to attach a bunch of shattered pieces to it and have them fall off at random times acc. to glue forces.. Any examples out there? thanks! (ideally bullet, with packed prims)
  9. Bullet Hits Asset

    Hi everyone, I am working on a bullet hit asset for a project and am facing a problem. I've looked at the other bullet hit asset examples and they all seem to have a gun and an aim which generates the impact point. However, I want to have say a wall geo and the user should be able to select the impact points and the frames on which they should become active i.e the frame on which the wall should be displaced in the region around the impact point. Any ideas if this is possible?
  10. There is no better way how to start the New year than smoke your GPU BulletSOP 2.5 preview features implementation of WIP Bullet Library 3.0 with OpenCL(CPU/GPU) support. Please keep in mind that this version supports only fraction of BulletSOP features and It's only for testing and highly unstable! For OpenCL settings, check btSolver node -> Advanced tab! You can activate "old" CPU solver(which has some bugs unlike BulletSOP 2.0.10) and compare result and speed. Testing scene includes 80K boxes(of course you can try to go higher - change settings on OpenCL tab). And If you want to publish some result(s) it's better to restart Houdini(clean memory) before running final simulation. So Let's try it and let us know about your results! Best wishes, Milan Suk BulletSOP binary is free of charge, but You can make a donation and help keep the project running. It's up to you! Download BulletSOP v2.5 preview for Windows(compile on Houdini 13.0.260): bit.do/bulletsop_2_5_preview PS: This is my result on 3 years old GPU!
  11. 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!
  12. reverse rigid dynamics effect

    Hi, I am currently struggling to create reverse rigid dynamic, something like this But instead of cubes, I have a voronoi fracture pieces. I found a way by using attractor but its not accurate and having some problems. Could anyone suggest a good idea to achieve this kind of effect.
  13. Hey Guys, Thought I'd share my progress of a HDK bullet sop solver I have beem working on in my spare time recently. The first demo video is here (I'll more as it progresses); https://vimeo.com/73309467 While writing it I've tried to keep a typical houdini workflow in mind, the whole this is driven by points as attributes, it makes customising sims so easy. Here are some more details on what the solver can do. Only currently supports convex hulls with no instancing (to be added at some point) - this is mainly as I've geared it more towards destruction which will use unique irregular shapes. constraints -- bullet 6dof joints with motors (for plastic deformation) Animated Passive rigid bodies with conversion to a dynamic body at any point in the sim. Forces -- Custom per body driven by point attributes with feedback from the bullet solver. Contact points (this is isn't shown in the video) I'm reworking this as I need to find a nice way to manage the extra points being pumped out by the solver. There a load of things I want to add, here is a breif list; Add collision shape instancing Add the ability to add / modify constraints at runtime Compound bodies, with breakable glue I'm going to update this post as and when I have the time, if you have any questions then just shout up! Thanks for looking
  14. Bullet, glue seems broken?

    Hi, I've found a weird glue network behaviour where objects stop in mid air during the deletion of the glue network in sops. It seems broken to me, or, if I've set something wrong, would you mind pointing me in the right direction? I'm on 12.5.487. Thanks for looking MisterP
  15. Hi, I've got three bullet questions that have been bugging me for a while. With houdini 12.5 and bullet, what is a good workflow to achieve the following? (I know the following questions are doable one way or another using proprietary tools at companies I've worked for but I was wondering what would be the most effective way to approach the following using H12.5 vanilla) 1) a choerographed demolition where the initial pre-shattered geo is animated in sop (think a building tilting on one side before crumbling). 2) one animated passive bullet object hitting preshattered bullet objects (think a wrecking ball hitting a concrete wall). The passive animated object would have to be animated in sops. 3) preshattered and reclustered objects being glued cleverly so that we have a strong primary glue (for clusters) and a weak glue for each piece. Think a wall that falls down, bricks are held together but their corners are easily chipped off. Thanks for your help! MisterP p.s. 100 points when you attach a simple example hip file
  16. BulletSOP 2.0.9

    The new v2.0.9 comes with a lot of speed and layout improvements, fixed bug and new emitting system! 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! 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. Free video tutorials are coming soon! 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) Links: Houdini: http://www.sidefx.com/ Introduction: https://vimeo.com/67030933 LinkedIn: http://www.linkedin....Houdini-4796605 More author videos: https://vimeo.com/user3251535 Create freely, simulate quickly and enjoy fully! Best wishes, Milan Suk Note: Keep in mind that You need Houdini 12.5.469 build! With older or later versions I can't guarantee functionality! BulletSOP_2_0_9__houdini_12_5_469.zip
  17. Hello everyone, First of all a big thank you to all the people that have uploaded Pyro solver and shading tips. I am currently learning/exploring Pyro and have some questions. - I want to make an object explode. So I am trying to find the proper way to source the pyro solver. I am thinking first of all to do the RBD sim, fracture the object, put the appropriate forces etc. Then there are two options: Should I use the RBD sim to source the pyro or make another geometry like a sphere and try to simulate the energy that caused the explosion? One thing that comes to my mind is to use the velocity values of the fractured objects that fly away. - I cant find any comprehensive guide on proper volume render AOVs for compositing (RGB light setup etc.) Any info on both subjects is highly appreciated. Thank you in advance. George p.s. to make myself more clear I made a quick setup for fun: just did a pyro sim with a sphere source and on top I copied the sphere and fractured it. http://www.frameworks.gr/explosivo.mp4
  18. Hi. I have a question about how mass is calculated for a RBD fracture dop. when using bullet, is the mass being calculated for the actual volume of the object itself, or for the collision geo (convex hull) that represents it? I do notice sometimes, that on some smaller pieces, the collision geometry is almost half as big as the object it represents. I think this is fixed by decreasing the padding. but still, which one is it calculating the mass from? thanks!
  19. BulletSOP 2.0.7

    BulletSOP 2.0 - Introduction: https://vimeo.com/67030933 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. At this moment it's single-thread application (we're waiting for official release of Bullet Library 3.0 with GPU support) but speed is very impressive already. As well as memory footprint. The plugin is free! So you can create truly stunning massive simulations. It has 6 extraordinary nodes which are very powerful and universal. All data which these nodes generate can be modified with standard Houdini nodes. This tool is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources. Free video tutorials are coming soon! Create freely, simulate quickly and enjoy fully! 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 - Includes many example scenes for studying - Support for Windows(64bit) and Linux(64bit) Links: LinkedIn group: http://www.linkedin....Houdini-4796605 BulletSOP 2.0 beta Sneak Peek: https://vimeo.com/57193837 More author videos: https://vimeo.com/user3251535 Best wishes, Milan Suk EDIT: I see that interest in this version is great, so I want to add that you need Houdini 12.5.376 build! With older or later versions I can't guarantee functionality! EDIT2: The latest BulletSOP 2.0.8 - http://forums.odforce.net/index.php?/topic/17769-bulletsop-208/ BulletSOP_2_0_7.tar.gz BulletSOP_2_0_7.zip
  20. BulletSOP 2.0 beta_v6

    Hi, In attachment you can find BulletSOP 2.0 beta v6! It's probably last beta. Official 2.0 version is coming. BulletSOP is implementation of Bullet library 2.81(bulletphysics.org) inside SideFx Houdini. It's a plugin for creating incredible rigid body simulations. Primary it is single-thread application, but speed is very impressive. Memory footprint as well. The plugin is free and without any limits! So you can create true stunning massive simulations. This version is for Windows(64bit), more are coming soon. In attachment you can find example file with a lot of scenes, which are probably the best learning resources at this moment. For more info you can check my videos: https://vimeo.com/user3251535 I'm making more tutorials soon. And remember "Details view" is your best friend!!! In this release I mostly concentrated on object parenting and exploding convex and concave objects, because I received many question about that. Now It work properly! Changes: - added initial rotation for objects - added compound object(object parenting) - prepare node has many new features(padding, decomposition, ...) - fixed few bugs - ... LinkedIn group: http://www.linkedin....Houdini-4796605 Some info about this project: http://www.sidefx.co...wtopic&p=127978 Regards, Milan Suk EDIT: The latest BulletSOP 2.0.7 - http://forums.odforc...-bulletsop-207/ BulletSOP_2_beta_v6.zip
  21. Bullet Masterclass Question.

    In this tutorial Jeff Wagner(sideFx) shows how to destroy a building. One of the steps is to import and lock glue convex at geo level. In the tutorial it was done with one or two clicks and I can't figure out how. I unlock it and can't bring back. How do I do that? Thanks link to the video: https://vimeo.com/56916407 time: 1:29:00 building_rbd_step11.hipnc
  22. Bullet through a tree

    Hey Guys If anyone could help me I would really appreciate it. I'm currently working on a bullet going through a tree but unable to get my desired out come from stretching the voronal fracture points. I've been searching the net for tutorials but haven't been able to find what I'm looking for. I've added the file I've done so far and a link of what I'm trying to archive as the bullet hits the plank. Once again if anyone could help me with this I would greatly appreciated it as increasing the points on the object sim times, hugely increase and still doesn't solve my problem. Tree effect I'm trying to do: http://www.google.co.uk/imgres?imgurl=http://sasquatchinvestigations.org/wp-content/uploads/2011/09/Bigfoot-Close-Break-2.jpg&imgrefurl=http://sasquatchinvestigations.org/bigfoot-research/tree-break-pictures/&h=300&w=400&sz=48&tbnid=mROn9ia0ICI5cM:&tbnh=92&tbnw=122&zoom=1&usg=__GJW8mqjgoaJ8uMMC-OUzjf9FbE0=&docid=bTGv-LvIzuO24M&sa=X&ei=hgRSUYnrC9Gb0AXryoCQAw&ved=0CHMQ9QEwCg&dur=38 Fracture_Bullet_test.hipnc
  23. Building destruction.

    Hola This is my building destruction. Rigid bodies bullet OpenCL fracture - variable glue. 2 Particle debris 2 Dust simulations - variable turbulence. smokesolver - pyrosolver PBR Rendering
  24. BulletSOP 2.0 beta_v5

    Hi, In attachment you can find fully featured BulletSOP 2.0 beta v5! BulletSOP is implementation of Bullet library 2.8(bulletphysics.org) inside SideFx Houdini. Its a plugin for creating incredible rigid body simulations. Primary it is single-thread application, but speed is very impressive. Memory footprint as well. The most important features of this release is that Its free and without limits(until now up to 5000poly objects). So now you can create real stunning massive simulations. This version is for Windows(64bit), Linux(64bit, gcc4.4) and Mac OSX(10.7), but OSX version is not stable on my system In attachment you can find example file with a lot of scenes, which are which propably the best learning resources at this moment. There is old tutorial(https://vimeo.com/57198443) for alpha version as well. I will make more tutorials for every node. And remember "Details view" is your best friend!!! Changes: - added motion blur output + example scene - faster Delete duplicity for constraints(2.6M constr. take only 4s) - fixed btLoader - added % info to btModify - few optimalization in btTransform Added new scenes: - building collapse scene(falling floor) - building scene with "snake" - high poly interior details on voronoi pieces - transform soft ropes with rigid bodies - added and changed few others examples LinkedIn group: http://www.linkedin....Houdini-4796605 Sneak Peek(alpha version): https://vimeo.com/57193837 Some info about this project: http://www.sidefx.co...wtopic&p=127978 Please, If you are interested in this project, take one minute of your time and fill this survey: http://obsurvey.com/...C4-71248188D81C Regards, Milan Suk EDIT: The latest beta v6: http://forums.odforce.net/index.php?/topic/17640-bulletsop-20-beta-v6/ BulletSOP_2_beta_v5.zip
  25. Here is my house destruction WIP. On the videos in this post you can see what I made myself, before I stuck with the problem of a concave geometry in the corners (which can not properly handled by the Bullet engine). By default, the Voronoi Fracture HDA creates concave geometry in the corners (you can see it on the screenshots below) and if there is another object located in the corner (for example bricks behind the stucco), the simulation starts to explode (because the Bullet improperly complements such geometry to convexity). I tried to search some info about how to implement a Convex Decomposition algorithm in Houdini (may be HACD*), but I haven't any result yet. All what I have for now, is my concavity-testing VEX node, that finds all the concave parts, but I have no idea how to cut them on a convex pieces. It will be cool, if somebody can help me with this problem. Below you can see my tests. *Hierarchical Approximate Convex Decomposition http://kmamou.blogsp...ate-convex.html http://www.khaledmammou.com/hacd.html http://masc.cs.gmu.edu/wiki/ACD
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