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Found 135 results

  1. Hi guys, Wanna share with you my recent rbd tests. In my opinion, such workflow is pretty similar to FEM (DMM) based solutions, but gives a couple of advantages. For instance, we can add details only where we need it. I hope you understand, that I can't share hip file, but I'll try to answer to any questions. cheers
  2. EDIT The problem comes from the clusterpoint node which seems to add a duplicated piece name with no path: I am trying to do a bullet cluster sim. i am having a problem when doing the glue network. For some reason the connectadjacentpiece node doesn't want to compute on one of the cluster created. Whatever the number of cluster, there is always one cluster that will not be computed by the node. It seems that the problem isn't the foreach as when i try to select the problematic group and apply the connadjpiece outside the foreach, i still get no connection computed for that particular cluster in this particular example bullet_cluster.hipnc i added a partition to debug and see which cluster doesn't compute. You can change the cluster group and see that it works for all other cluster thank you for helping.
  3. Hi everybody, I'm looking for a way how to create dynamic constraints with Bullet. The basic way doesn't work. Take a look at hip file please to see the problem. Any help would be appreciated! Thanks! bullet_dynamic_con_issue_v01.hip
  4. BulletSOP 2.0.13

    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
  5. Hi everyone, first post here. I'm starting to learn houdini and of course i need a lot of help since the documentation is quite poor...i hope you guys can give me some heads up. My problem is basically the old brickwall destruction problem. My goal is to destroy the wall having clusters of bricks, single bricks and brick shards. and of course i would like the clusters to break into smaller clusters or single brick on every subsequent impact and so on. So far i managed to create a glue network which i delete gradually using a sphere with points from volume node, and painted clusters which are not deletable, so they should behave like subsets of the main glue network (breaking accordingly to their strength). And here the odd behaviour happen...glue network bonds seems to reappear and stop the shards quite randomly. anybody has any idea? any help would be so much appreciated also, some tips on how to paint different vaues of glue strength or how to procedurally set the glue strength based on distance between pieces would be a plus. thanks so much in advance to anyone who replies this post you can find attached a flipbook showing in red the glue network bonds that reappear houdiniFlipbook.mov
  6. Duplicating RBD objects in SOP Solver

    Hi! I'm trying to recreate something like the duplicating treasure from Harry Potter. I've got a pretty good start but i've run in to a couple of problems. Each generating more problems. The first is that I haven't succeeded to constrain my duplicating effect to only solve once a frame for each object. And the other, more important, I haven't managed to successfully give my duplicated DOP objects unique names. It works for the first couple of duplications but after a while it all falls apart, this leading to incorrect velocity etc. I'm using packed objects in combination with a object_merge in a foreach sop in a sopsolver for this, an area that I'm not at all comfortable (DOPs). If someone wanted to take a look I'm grateful. And / Or if someone is trying to do something similar, I think I'm up to a decent start here. (Could be wrong) Thanks / John Duplicating_Test_V01_02.hipnc
  7. I'm doing some Bullet tests, trying to replicate a workflow I use in 3DS Max; something that works in both pFlow and Thinking Particles. I am having trouble getting active RBD objects to react properly to an animated object. I can't seem to get Bullet to evaluate the force of impact from a static object the same way it does from an active object with velocity. To test this, I created an active RBD sphere object and gave it an initial velocity to launch it at a wall of blocks. I then animated a copy of the sphere to match the active sphere and ran the simulation again with the static RBD sphere and it doesn't affect the wall of blocks the same way. I've tried animating a transform inside the geometry and adding a trail SOP to the animated sphere to compute velocity. Regardless of what I try, wall of blocks don't seem to get much impulse from the static object. Any thoughts? bulletCompare_001.hipnc
  8. 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
  9. 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 :-)
  10. 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
  11. 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
  12. 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
  13. 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?
  14. 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
  15. 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)
  16. 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?
  17. 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!
  18. 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!
  19. 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.
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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!
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