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Found 326 results

  1. 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
  2. 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
  3. Hi, I was wondering which is the best method to delete the RBD active geo based on a certain Y position value. Thanks! Vas
  4. 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.
  5. 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
  6. 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?
  7. 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
  8. Hello! exporting rbd sim to unreal using VAT. Issue: active pieces are floating above ground in Unreal. non active pieces are placed correctly. (see images) It seems like the y value of the texture is somehow capped ? how can I debug this? Everything worked fine in the simulation iteration before. I changed a few constraints properties and added a fracture level to the geo. 800 fragments, 240 frames using Game Dev Toolset 1.96 using Houdini Indie 17.0.416 any help appreciated thanks!! solution: bbox_max1, bbox_min1 copied values were wrong (I was using same value of bbox_max, bbox_min, old method depracated)
  9. Glue RBD on Vellum

    Hey guys, is there way to do this? I have to rip an envelope and it have that wax sealing it. It rips just where the wax is. The wax doesn't break but it have to influence the vellum in some way. Anyway, just a simple test with RBD and Vellum interacting would be awesome. Thx
  10. Hi, At this point I need a new pair of eyes on this one and maybe a new brain. I have a simple test scene with a rbd ball smashing a wall, the wall is holding together with ConeTwist constraint. I then use the good old sop solver to 'removeprim' the constraints when the angle is larger than X. I can see the Angle attribute in the spreadsheet and all, but for whatever reason (I know it's a very simple one), the constraint bend but don't break! If someone as a few minutes to spare and take a look it would be much appreciated. Sorry if I sound sarcastic but I'm getting frustrated by my own stupidity! coneTwist_test.hipnc
  11. Orient / Lookat for Bullet Objects?

    Hi, I'm hoping someone can help me as I've spent too long on trying to work this out by myself now. I'm doing a simulation with balloons and want to have them start in randomised orientation and then slowly resolve their orientation to have the wider bit at the top. This seems to be possible with POP spin for particles, but I can't work out how to do it with bullet. So far, I've tried altering the orientation manually in a wrangle in dops and trying to find a way of getting a vector into dops, such as with normals, to then be able to compare to an up vector and add in angular velocity until they match. Altering the orient attribute in DOPs seemed to do nothing if you target it directly, so perhaps it needs to be worked on the intrinsics?? Nothing I tried seemed to work, so I'd love to know if there's a way of achieving this, so would be grateful for any help. Many thanks! Toby
  12. RBD Objects Overlapping

    Hello every one, I am using an rbdobject node (not packed) to simulate some RBD interactions between various objects. To duplicate the various unpacked objects, I am using the "Number of Objects" parameter, and a $F expression in the creation frame to multiply them, all within the rbdobject node. Then I added some variance in the positions of the copies by using the $OBJID variable. The problem is that I have some overlapping copies... Is there any way to remove the overlapping copies ? I haven't wrapped my head around accessing rbd unpacked objects within DOPs... Thanks
  13. Multiple RBD Objects

    Is it possible to "emit" the same RBD hero object multiple times without having to import the rbdobject node multiple times? And is it possible to do this with offsets in the positions and different activation frames? Thanks
  14. Self moving/motivated RBD objects?

    Hi there, I'm trying to make a load of vegtables roll along the ground (might have to go up inclines, around bends etc), but in a purposeful motivated way, think zombie vegetables. I've been playing with various RBD sims and am getting some ok movement but there's a large variety of odd shaped veg, some skid and some end up stalling. Also working in some slighly strange movements like a cucumber but its moving end over end instead of rolling. So I was thinking of trying to set something up along the lines of one of those balls you get for pets that has a little motor inside it https://www.youtube.com/watch?v=gBGwoxU8yEs But I wasn't sure how to approach it... In my head it would be animating the centre of mass to be lower and in front of the direction I want them to travel. Or is there a simpler way to cheat it? Any pointers would be greatly appreaciated, I'm comfortable in Houdini but dynamics isn't my forte. Cheers Martin
  15. Is there a easy way to set a "speed limit", like we can do on packed, in DOP's? The velocity data is not available at pre- or post solve, and it's not possible to use a wrangle after the RBD solver (or is it?), so what would be a good solution here?
  16. Hello, I am working on an RBD simulation of a hotel collapsing and I have roughly 73,000 pieces in the simulation. I simulated with low resolution pieces and I want to replace them with high resolution pieces but render times are ballooning/render crashes when I swap them. My hi-res pieces are packed and have materials inside. I have the whole set of pieces on a single .bgeo.sc file (5gb) and also each piece individually on disk (See graphic 1). I will refer to them as Set of Pieces and Individual Pieces respectively. I'm fairly new to Houdini so go easy on me, here's the workflow that has gotten me the furthest: - I load the Set of high-res pieces and plug both them and the low-res pieces into a Transform Pieces SOP. (See graphic 2). This allows me to copy the transforms of the low-res onto the hi-res pieces. Up to this part I have no problems. - When I start to render, Mantra takes a long 10-15 minutes generating the scene, using all of my RAM (64gb). If I'm lucky it starts rendering by minute 15, but 90% of the time it just crashes. I'm using Mantra on Houdini 16.5.268 by the way. I know that Mantra needs a copy of the geometry when it renders, so the Set of Pieces is the problem here. I have also tried the Instance SOP, creating an Instancefile attibute on the low-res pieces linking them to the hi-res pieces on disk, but it doesn't seem to be working, I have to be missing something here but I can't find the solution. (See graphic 3) I have almost no knowledge of Mantra, so I have the default settings in the Mantra node. Is there a way of referencing/swapping/instancing the individual hi-res pieces onto Mantra ONLY at render time while also having the transforms of the low-res pieces? Is there another way that I'm missing? Any way of reducing Memory Usage? Am I doing it completely wrong? Thank you in advance!
  17. edge fracture

    Hi, Do you guys know how to make this effect? I mean small pieces on the edges of fractured pieces. It is a part of keith kamholz's tutorial and i can't afford it because expensive for me. Thanks.
  18. Source RBD objects

    How is it possible to source in RBD objects (hero) into DOP over time?
  19. Any idea how Boolean sop fits with the new rbdmaterialfracture node in Houdini 17?
  20. How can I access the ptnum of the points coming in though the second input of of a wrangle? I tried to do it with a point expression but i don't know what to put for the atttibute_name. s@name = point(1,"ptnum", @ptnum); I want to concat the second input's point ptnum with the first input's name attribute after a copy to points sop. the copy and transform sop creates a copynum attribute which works to rename copies. but copytopoints doesn't How can i do this? thanks
  21. Hey there, I'm doing some RND on destroying a building with a force. And I'm wondering what's the best way of using constraints. Is glue used with minimal strength just for holding geo together and then using cone/hard constraints? And what about constraints between clusters? I believe the strength between clusters must be low and for the clusters really high, but do I have to use also cone over cluster constraints? Are cluster constraints even necessary if you use cone/hard? I'm just confused and can't decide how to use constraints properly. I would really appreciate if you guys can give me some tips on that.
  22. RBD sim from Miyazaki anime

    Hey guys, I found this gif animation was very interesting, so decide to give it a try. Basically set initial vel for each packed pieces and emitter them at origin, it works fine if I set a large initial velocity. But if I trying to low the velocity to achieve the stacking/layering effect shown in the gif, the packed pieces get penetrated and won't stack up. Anyone know how to fix this? Or am I doing it wrong,maybe using grain? Any help please? gold.hipnc
  23. Scale Pile of RBD Objects Over time

    Hello All, I'm looking to create a pile of RBD objects that are emitted and scale over time. I was able to get relatively close by watching a few tutorials and finding a thread on here where a similar question was asked. However I don't have a lot of experience with dynamics and I'm having trouble dialing in the effect. Attached is a my project file. My specific questions are: 1. I'd like the RBD objects to start very small and then ease out to a specific scale. Is this possible with Vex? 2. As they get bigger they get pretty unstable in my file. Which settings are causing them wiggle and explode? Thanks! RBD_Emitter_02.hiplc
  24. Hi Does anyone know good tutorials for learning Explosions? Thx in Regards Balaji J
  25. Hey everyone. I was curious if there was a way to break constraints with an agent layer once they convert to ragdoll. For example, a crowd agent holding a sword, once hit becomes an active ragdoll. The sword is bound to the agent via an agent layer node. In DOPs, I'm trying to access the sword layer to tell it if state=ragdoll, sword's active=1, so that he lets go of his sword and it interacts with the rest of the sim as it falls and takes on any velocity from its original movement. Currently I can't find any attribute for the prop layer once the agent is packed and ready for dops. The only way I can access it is by name once it's unpacked, but this gets super slow and won't work properly in DOPs. Anyone know if what I'm trying to do is even possible? Or if there's a better way to do it? Thanks!
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