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Found 344 results

  1. Slight Seams in Fracture

    Hello everyone, I'm currently playing around with a Sphere breaking through a wall; quite a simple setup but when it comes to rendering out, I'm noticing some small seams around my fractured area. As I'm not able to figure this out, I'm asking the community for some help or a hint in the right direction. thanks Using Rigid Body Dynamics.hip
  2. Animated colliding objects

    I have a project coming up that will require me to hand animate objects but get them to collide with one another. I'm an experienced Houdini user but setting up DOP simulations has never been my strength. I've attached a hip file with the basic situation here: moving_furniture.hip Furniture will be sliding around, probably animated by hand. The objects need to bump into one another and react naturally while doing their best to follow the target animation. I had assumed that this would be some sort of combination of RBD objects, proxy Geo & pin constraints, but I've been unable to understand how to wire it up. There are so many great examples using this sort of thing but nothing that really explains how to combine following constraints that are animated in world space. Thanks so much
  3. Duplicate objects in RBD pop net

    DOP net question. I want to start with a set number of boxes and have them move around with POP forces and bounce off each other with RBD. Problem is that I end up with two items for each one I put in. For the POP source I setup Impulse activation to be $F == 2. If I use 1 there, I only get one set of items but they aren't effected by the POPAdvect forces. Feels like a rookie mistaken, but I not sure how to set it up. Any ideas? POP Source: Emission Type is All Geo, Geo Source is First Con text RBD Vector Field.hipnc
  4. Hello guys, theese days I'm working on a project about swarm behaviour of fishes. I made a particle setup, than I copy to points node for change particles to animated abc. But I have an issue about it, the movement of fishes are so noisy. There is any way to do it make them smooth, and more natural. By the way, sorry for newbie question. Thanks for attention. fishes_swarm.mp4
  5. Hi, I have a simple rbd setup where a ball hits the ground, I 've created a low res version to sim, using polyreduce and would like to transfer the information to the hi res pieces. I've tryed copying the primintrinsic 'pivot' and 'transform' and 'P' attribute. The hi res geo moves to the pivot of the low res witch is slightly different. Any one knows how to fix this issue? I've attached the file. Thanks so much, Ceci copy_position_to_hi_res.hipnc
  6. I am working on a big destruction job and I’m trying to optimise our workflow as much as possible. my usual workflow: - cache a single frame of my fractured geo as packed fragments - import rbd sim and create point per rbd piece (dop import) then lighting would import these two caches and use transform pieces. This works well since we only cache a single frame of the fractured geo, and the cache for the rbd points is very small. however the geo is still written into the ifd file every frame, which can be quite large. So, is it possible to specify the geo needed for the whole sequence and then have mantra transform the geo at render time (the same as transform pieces). This would make the ifd’s tiny an alternative method is to write each fractured piece out as a separate file then copy empty packed disk primitves to the rbd points then use the unexpandfilename intrinsic to expand it at render time. This makes tiny and fast ifd files which is great but seems quite slow to render - probably because it has to pull so many files from disk (1000s of pieces).. is it possible to do the render time transform pieces approach or does anybody have a better method? (The two I’ve mentioned are fine I’m just trying to optimise it!)
  7. Hi guys, I'm trying to save out a file cache of a simulation and then import it into a different DOP net to use it for collisions with particles without the particles changing the file cache Geo. Any help would be super appreciated.
  8. Stick RBD Objects On Collision/Impact

    Hi guys, Just wondering if anyone out there could give me a hand or point me in the right direction for something I am trying to achieve with an RBD simulation. Basically I have created a fracture simulation which gets launched at a character and I'd like to be able to stick the pieces into/on the character. I have been trying to investigate dynamically creating glue constraints but have hit a bit of a wall. I have seen that I can record impact data but I am not too sure how to process this in a way that would then lock the RBD object to the collision object. Any help would be super appreciated.
  9. I make this popped up in ground ice spike animation. but that's an impact at the move on human, constraint line was broken. how can I fix the RBD node? or need an addition to other nodes? ps. plz addition to catwalk fbx in agent node. frozen_walk.hipnc Catwalk_Walk_Forward.fbx
  10. Hi I've got some geometry and want to use it as collision geomtery. when I change this geomtry to volume using by vdbfrompolygons node, It looks like second pic. I think It's because of unfilled geomtry, but problem is All geomtries I've got are unfilled like this one. My purpose was make geometry to volume and use it as volume sample at staticobject node in dopnet. How can I fix it ? or If you know other efficient ways to make unfilled geometry as collision geometry, let me know please. Thanks for read, My English is poor sorry
  11. Multiple Constraints on One Object

    I was wondering if anyone has had experience having multiple constraints on the same object and breaking them apart separately. the effect I'm aiming for is to have a some large rocks be ripped of a section of rubble and while in the air start to break apart into smaller pieces. I've tried setting up my constraints based on the groups created from the Voronoi fracture and sub fracture nodes, however this causes problem when trying to disable the constraints in different areas. Any ideas? ConstraintsHelp.hipnc NewRubble.abc
  12. Lazy, but I wanted to get a lot of rocks. I fractured a box, this is the exploded view, how do I save the individual rocks as obj?
  13. Hi guys, How do I hook up the glue constraints with RBD Material Fracture? I can't seem to find much on this. I have set my passive objects and they are passive as expected, and then as a workaround Ive used the Glue Adjacent pieces tool, but that doesn't seem to be working as well. Im sure it's basic stuff however finding it hard to get these glue constraints working with either the Material Fracture or regular Glue Adjacent pieces. test.hiplc
  14. Material Fracture Bullet Glass

    Hi, I try to make a car glass bullet hit... I can't figure how to make the connected pieces which stay attached to glass, I tried "soft constraint" of the "Material fracture node, but I can't figure how to break the soft constraint in some distance, pieces always returning back no matter how far they are.. which looks more like a STAR GATE portal opening Sklo_TEST_11.hip
  15. Transform RBD by Transform Matrix

    Hey there, I attached a simple file hoping someone of you has a quick idea on how to fix that. So basically I`m trying to run some RBD on a transformed collision object and then transform the RBD part pack to a non-transformed version of the collision geo. ATM I have to do some extra manual stuff to fit it but that shouldnt be necessary I guess. The point here is that I wanna avoid workflows involving the point deform on purpose. Thanks guys transform.hipnc
  16. Hello! would someone mind looking at my scene? I am trying to do an effect where an object splits into two objects, then the new one splits into two and so on. Its similar to recursive box split that farmfield did, except my new boxes are not getting smaller. Any way, I have a wrangle that creates a new point once the age gets past a certain number. In my wrangle I am setting the location of the new point to match the existing point. As you can see in the photo it is being created above the point instead of the same location. What am I doing wrong? Actually in the addpoint I can set any value like {3,0,3} and it still wont go there either. Thanks. dice_dup.003.hiplc
  17. Hello This is the most heavy project I've ever done by far. https://streamable.com/6hax5 If you have any comment or critique please go ahead !
  18. I have a feeling this might be a dumb question, but I have been stuck on it for a few days now. Or maybe not so, as I've been looking countless treads here, but none really solved my problem. I've got a really simple setup, pop curve force guiding some rbd objects (I also tried doing it with points and copy stamping after sim to the same result). At a point in the sim the vectors start to point outwards: What I would need is for their direction to be always facing forward as they are at the start: I've had some luck with using pop torque, but still not what I need. I've attached an example file and the curve alembic. RBD_Directional_Vectors_Curve_Force.hip curve01.abc
  19. RBD Fracture Geo - Retain UVs

    Hey, so I was curious how some of you may approach this - fracturing some dirty geometry (feels nightmarish so far). Tried cleaning it up procedurally as best I could - filling lots of open holes, and vdbfracture to retain uvs. But starting to suffer some errors that I can't seem to decypher. Only thing atm in my head is do this process per connected piece and distribute fracturing based on area. But major head ache just seems working with non water tight models and fixing them crudely then getting to all these areas of trouble for simulation or fracturing, not sure if there's a better solution other than model it water tight to begin with. Here's just a segment of it. I feel I'm perhaps over complicating it in my head. Well cheers if any help max_rbd_fracturing_scenario.hiplc
  20. Can anybody help me with a method of using the rbd material fracture node and run it through the destruction cleanup tool in Houdini 17? I just need to understand how to provide the correct data to the cleanup tool to get it to work properly. I am just looking for the most basic setup because I cannot get it to work in any situation. The goal is to export an optimized destruction sim to unreal. I have done fractures in 16.5 and successfully ran them through the cleanup tool, but with Houdini 17, I am running into problems with it. I am providing a file where I am stuck. H17_DestructionStarter.hip
  21. Hi, I was wondering which is the best method to delete the RBD active geo based on a certain Y position value. Thanks! Vas
  22. Asking for some solution on FX

    Hi I'm working on my short animation project. I'm tasked with doing Magic particle, RBD, Cloth sim. Right now I have some problem that I'm little bit stuck. Getting help would be nice since I have no one to ask right now 1. I'm doing an earth spike. The type of Rock coming up from ground. I have a problem of making the ground "Not fall with gravity". I want it to be like a ground plane that If the rock hit it. It just fall. Not before that Right now, I'm using the attr transfer with the center of the ground that break will be active=1 and outside will be = 0. The thing is the area of the active=1 is fall due to gravity pull it down before the rock hit it. Any advice? like this https://vimeo.com/manage/280683899/general It's fall before the impact coming in. 2.Any tips and trick on making nice particle look/shading in redshift? I'm mainly using advect by volume for shape. And in shader I just use Rsmaterial with rsparticledata>illuminating colour so it does glow. any advice on making it look good? 3.I'm lost in cloth sim. Any tutorial on vellum cloth that explain about how to constraint point to charactor? I'm mainly doing the hood sim. Thank you! If i'm not clearly explain it please tell me.
  23. Hello all, I want to replicate the effect of ice breaking on a trampoline but I can't seem to get my head around the workflow for how I would go about it, the reference is here: https://www.youtube.com/watch?v=UxpM2D2i0o4 The trampoline part is easy enough, with a quick Vellum setup I got a decent result. The problem comes with the ice, as I figured, I don't know if it's best to take it through Vellum or an RBD setup. I need it to do a few things based on the reference, obviously the first shatter effect and then smaller breaks afterwords from repeated impacts. I don't believe Vellum can have a setup that consistently breaks down over time over the multiple impacts(unless it's just a very high res grain sim?). The Vellum approach is nice because of the speed of the result and the ease of use. On the other hand RBD is robust and I know there's information out there on breaking pieces into smaller and smaller chunks, but when I attempted to sim using a glass style fracture it would explode with the cached Vellum geometry under it. Any ideas or other threads somebody can point me towards to get my bearings with something like this? To create the ice sheet I would just take a stable frame from the beginning of the sim and fracture ontop of that cleaned piece of geo. Attached is the base file with just the trampoline sim, as my attempts with both the vellum setup and RBD was very cluttered and made the scene file harder to look through. I don't know why I always manage to bury myself in these weird effects but ¯\_(ツ)_/¯ I can't help myself. As always y'all are lifesavers and I can never thank you enough. Cheers. IceTrampoline_help.hipnc
  24. Breaking constraints

    Hello guys I'm doing some testing on breaking constraints, for now, I was only breaking constraints based on angle, force, torque and using a slider for adjusting values. Do you guys have any techniques to share for breaking constraints, what kind of rules can be used?
  25. Hey Houdinians, I have made a check list gathering infos from the webinars/tuts done by the great Houdini GameDev Toolset Team. Please let me know if something is missing or wrong, I hope this is helpful for some of you. Rigid Body Dynamics Vertex Animation Texture - RBD VAT optimal for high # of pieces. alternatives (bones, straight fbx) in HOUDINI: 1- rbd material fracture SOP proxy to rbd bullet sim 2A- dopimportSOP(fetch geometry from DOP network) OUT to VAT ROP 2B- this step if you need to add edge/interior details or manipulate geo static highres full geo add uvs (autouvSOP) limit number of poly, polyreduceSOP (precision errors in ENGINE if npoints/nprims is too high) hou material: shop_materialpath prim attribute (unreal will replicate houdini's) or assign unreal mat: unreal_material prim attr (in UNREAL/content menu//right click on material/copy ref path) pack fragments (assemble SOP) add rest point attribute (VAT ROP needs rest) dopimportSOP (create point to represent objects) use transform pieces to apply motion to high res geo copy template attributes ON (VAT ROP needs orient + pivot) OUT to VAT TOP 3- VAT ROP method to RBD will export a mesh fbx, a pos texture, a rotation texture. textures size min will be: [ n of packed prim * n of frames ] in UNREAL: import VAT passes (pos.exr, rot.exr, mesh.fbx) pos/rot texture: details/compression_setting/vertex displacement (HDR default not needed, exr is normalized) details/texture/filter/nearest mesh: details/import_setting/mesh/vertex_color_import_option/Replace (pivots are stored here) details/import_setting/mesh/Remove Degenerates/OFF details/LOD0/build_setting/Remove Degenerates/OFF details/LOD0/build_setting/full precision uv/ON create material details/material/tangent space normal OFF (we write data in world space) details/material/num_custom_UVs , set to 3. copy/paste material code from houdini VAT ROP/Rigid Vertex Animation UE Code connect outputs (base cd, normals, trans offset) connect (uv1,2, ...) (pass data from vertex shader to texture shader) create material instance from material copy bbox max, bbox min, bbox max1, bbox min1, n frames, from houdini VAT ROP set playback speed to 1 (it's a multiplier ) (framerate fps / total number of frame animation) assign pos and rot texture to translation and rotation textures assign material instance to rbd mesh.fbx --- tested on Houdini 17.0.416, Game Dev Toolset 1.96 rbd_VAT_workflow_v01.hiplc
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