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Found 298 results

  1. Art directing fractures

    Hey magicians, I'm wondering what will be the best way to art direct a fracturing for this shot? I'm thinking about getting Applied Houdini IV wich seems perfect, but meanwhile here are some thoughts: Separate the bridge in 2 parts, one for the foot hits and keyframe manually, and other for the rest shattered with dynamics, might look fake tho Using colliders/forces in certain zones to push the breaks towards the character Manually shatter with curves for the desired parts, add rbd and pray to god to match playing with seed Any thoughts? Thanks!
  2. Hi all, Is it possible to constrain packed RBD objects to the static deforming or animated obj? In TP its work by default without any problems, but in houdini I cant find solution. Thanks!
  3. Hi, I have been searching for a solution to this RBD problem for a few days now and can't seem to get this to work fully. I attached a scene file with some descriptions inside to help explain. The basic notion here is to dynamically create spring constraints when some packed rbd cubes get close enough to a collision sphere that is at the origin. I can't seem to get the constraints to work unless they are created/exist on frame one. I create them inside a sopnet in the dopnet and use a sop solver to get them into the constraint network setup. Haven't tried creating constraints like this before so might be totally wrong in this approach. This setup works as long as all constraints are there on frame one, and then in the sop solver I set a high strength if the cube is close enough to the sphere, which semi locks the cube to the contact point on the sphere, which is what I want. However if you change the search radius on the wrangle node in the sopnet so that only the closest cubes to the sphere have constraints on frame one, then only those constraints ever evaluate. Any help sorting this out would be appreciated. I couldn't find anything in other posts to help with this. Most posts I saw were about dynamically deleting constraints and not creating them after the sim is going. Thanks E RBD_CONSTRAINT_TESTING_CLEAN_V2.hip
  4. Glue constraints, help please!

    Hey magicians, I'm getting crazy with rbd. I was requested to break a statue having "hits" like this gifs from independence day. I follow a tutorial from Applied Houdini, made constraints and stuff, but I can't get the parameters to work right, I got some better control results with voronoi fracture, but with booleans I'm having a hard time. I'm new to fracturing, I tried messing with the connect adjacent pieces, as well as glue amount. Anyone can give me some tips or direction to achieve this? Thanks!
  5. RBD build-up effect

    Hi all. I have a task which basically consists of building up a model from pieces lying as a junk pile. Imagine a car split into pieces on the ground, and pieces then starts flying up to their final position, gradually building up the model. But with the pieces interacting. So I have the model, and split it out on a ground plane, next step I imagine a particle setup. But does anyone have a ressource for such setup or any tips? Unfortunately I cannot share the model. Thank you very much in advance! :-)
  6. Hey magicians, I'm trying to do some shattering with booleans but I get the parts like paper, I played with facet, polycap, polydoctor nodes, as well as boolean shatter operation types with no luck. Only way I found to fill the mesh is going to zbrush and doing some stuff there, I've also tried converting to VDB, but ideally I would like to use the model as it is, since is provided by the client with all the UVs and stuff. Any ideas to solve this? Thanks!
  7. FX DemoReel 2018

    Hi, These are my Houdini effects collections created simultaneously while learning Houdini.
  8. Hi! I need make fracture at sim time based on impact data (without prefracture). The point of impact is not known in advance, and I can't make a prefracture. I can do this during the simulation?
  9. Hi all! I'm trying to make a Voronoi fracture based on points that are to be scattered on the volume running along the border, in a gradient fashion towards the center of the geometry. The idea is to use the points for a 2nd layer of Voronoi fracturing after the main pieces are defined. I know there is the density attribute to drive the scattering, and you can use a volume wrangle to define the density attribute, but how do I tie the attribute to each voxel's distance to the center? Ideally, it would be the distance of each voxel to a smaller copy of the geo, so that the density gradient is uniform and not stretched to reach the center from far-off parts. Is there a way to do this? Thanks!
  10. Hola, I'm working on a fracture sim driven by impacts from particles, and where I can get the points to activate the pieces it hits for simulation it does not transfer the velocities from those particles onto the pieces. I've tried 3 or 4 ways around it and I even got it to work(by overwriting the "v" attribute in the RBD PackedObject) but there are still problems, like that the velocities turn into a constant velocity and that they start to ignore gravity. Thanks in advance for your help. BaseFile_ProofofConcept.hipnc
  11. RBD glue constraint problems

    Hello all, I'm trying to learn through RBD by doing a sim where a fence gets riddled with bullets. I have the basic sim in place and where I think it all should be but when I sim it just explodes anyway instead of holding together. Attached below is the scene file because I'm truly lost. Thanks! FenceBreak_01.hipnc
  12. destroying animated geo

    hello, i am currently doing some r&d for a bigger project in which i have to destroy certain parts of a transforming building. so i started to animate a building-like shape with a growing collider inside, so I could start researching how to fracture and constraint animated geo and destroy just the parts that really get hit by a collider while the rest follows the animation. it worked out quite good, but now i got to the problem that even if the destroyed pieces are laying on the ground, they still sort of follow the overall animation. I tried to put deforming to 0 in a sop solver inside dops after reaching a certain speed but that didnt really help at all.. can some of you give me any advise? thanks in advance! animFracTest.hip
  13. Hi Guys, I'm trying to create a constraint network for simulating Car Suspensions, but with no results. I just need a simple "spring effect" between Body and Wheels (please find a video example attached). How I can do it? Any suggestion will be really appreciated. Thank you! I've attached a simple file test I'm working on. Car Example.mp4 Cartest.hip
  14. Hi, all...need to do a shatter effect where the outer 'shell' of a static (for now) character/figure crumbles to reveal a different material/surface beneath. Been doing a lot of testing with a simple torus as it's a fair representation of the tubular topography of most of the figure (arms, legs, torso, etc). I feel I've finally got a good grasp on all the fracturing basics, but for the life of me I can't keep the outer shell fragments from interpenetrating with the underlying shell. I've tried: Increasing the DOP network substeps Increasing the rigid body solver substeps Switching the RBD packed object geo representation from Convex to Concave Altering the collision padding based on what it does to the guide geometry Increasing the number of fragments in connection with all of the above The changes either lead to little difference or in cases where I kick up the substeps and subsequently (I think) the precision, the fragments do the old-style 'exploding off the surface' thing. At this point, I have to wonder...in this situation should I just switch to the RBD solver? I'm okay getting hammered on sim time if I know it's going to work in the end. Oh, and a question about the collision padding...is that designed to pad the fragment intersection with other surfaces, each other, or both? Any help would be great. Really been banging my head against the wall on this one. -- moltenCrazy Shatter Tests - Torus - 02.hiplc
  15. Well, I went out into the RBD Constraint Forest Unprepared, and now I am lost in the woods. Any help would be appreciated. I'm trying to do something that should be fairly simple, and most likely is, but I don't have the combination to the Houdini lock to get the setup to work. In the example file I have an rbd box that has 10 faces per side that have been made into unique faces. They have glue constraints holding them together and are a rbdPacked object in my dopnet. There is a low rez smoke sim that pushes this rbd box into a collision sphere that is above it, and when the geometry collides with the sphere, some of the glue constraints start to break. All I wish to do is apply either a gravity force or a popForce to these rbd pieces that have lost their Glue constraint. I want the main chunk of the rbd box that still has a bunch of pieces glued together to keep on moving with no gravity or popforce. I might be trying to go about this the complete "wrong" way since I have very little experience with Glue constraints, But I see data in the geometry spreadsheet while in the dop net called ConstraintGeometry and this has a primitive group called "broken" which contains the glue constraints that have been broken due to collision. I would think I would want to try finding out which rbd piece that broken constraint belongs to and then use that to create an "applyGravity" group of rbd pieces so that I can do what I want to do. I just don't know how to do this in dops. Is this something that needs to be done in a sopSolver or geometry wrangle or....? I'm not to familiar with how to read data from the ConstraintGeometry and apply it to the Geometry data. When I middle click over my rbdsolver, it shows the main rbdpackedobj1 with Geometry and then CosntraintGeometry below it. They are like separate entities and I'm not sure the best way to get access to both in one node, if this is even the way to do it.? For example if I change a geometry wrangle to point to "ConstraintGeometry" instead of the default "Geometry", I can then read and manipulate data on the ConstraintGeometry, but then don't have access to the main rbd "Geometry" that I am use to normally working with. Like everything in Houdini, there are probably dozens of ways to go about this, I tried about 20 yesterday, without ever getting one to fully work. I ran out of search phrase ideas to try throwing at google after about the 6th hour of searching. Maybe using some of those copyData and applyData nodes would get the ConstraintGeometry data onto the Geometry stream so they can both be read in one wrangle or maybe that too is a completely wrong direction to take. I don't want to speculate any further since you could try things for a week and not get it to work if it just isn't the right approach. I love Houdini for its vastness and unbelievable tool set, but man, it can destroy you if you don't know how to do what you want to do, and can't articulate it well enough for a search string.! Thanks for any help. E rbd_constraints_v01.hip
  16. In an RBD simulation I want to use both glue constraints as well as the i@active attribute to time my destruction, but seems like the two can't work together. Has anyone come across that before and has a solution? I have an example file that illustrates the problem. thanks georgios rbdContraintsActive.hip
  17. Can i somehow group these pieces that have diferent name atribute, but they stuck together by constraint during the rbd fracture ?
  18. Pyro on Cloth (or RBD)

    Hey folks! I have falling money and I need to burn them. I'd like to use pyro on my cloth, but it doesn't seem to work. The fuel volume goes with the falling money pieces, but the pyro doesn't work. I tried also on rigid bodies, and unfortunately, the flames were not following the RBD. Is there any prerequisite or condition that I should be aware? Cheers Szabolcs
  19. Group rbd packs that broken

    Hi all. i did this tutorial : http://shortandsweet3d.blogspot.com/2018/06/animated-constraints.html now i'm wondering how can i make a group of shattered piece and mask them on some forces. for example in the tutorial, detached pieces don't affected by impulse force. Thanks.
  20. fracture trick

    Hi guys, I have seen in some videos that kind of fracture (large, medium and small chunks) but i don't understand how they make it. Can you show me please? Thanks.
  21. hey chaps i'm trying to create a sim of some chips. I want a big heap of them to fall on top of a burger sim i've done! I've tried a few routes and just wondering what is the best way to go about this. I've attached a scene - its a basic setup of some chips model. I've made them packed and they fall. however they are rock solid and just clearly dont have an air of bendyness to them. what is the best way to go about this? I tried FEM ....making one chip... solid embed... multiple copies then run that. It seems to work in a fashion but soon as i turn up the amount of chips it becomes quite sluggish and also if some interpenetrate then you get wildly exploding meshes. I tried a wire solver but found the wires just seemed to do their own thing and not hold a shape or length. I have got the rbd packed working but of course its just simple shapes and they dont bend. I wondered if it might be possible to create a chip that comprises of maybe 5 simple boxes connected together with constraints? attached a scene file below - theres a fem setup in there and rbd packed.. chips_sim_v003_rbd_for_odforce.hip
  22. hey chaps, been a while since i was on here but i've been keeping myself busy! i'm having a little problem with my setup... i've got a tree (modelled in speedtree) and i've brought it into houdini. I've done a pre transform fracture to get 'splintery' pieces. I've set it up so a ball hits it (its a dragon in my scene but its quite heavy geo so dont want to include it!). now overall it 'works' ...as in the ball fractures the tree on impact. But its just lacking that splintery 'connected bendy' feel... eg if you load the sim and play it you'll see the lower half just kinda crumbles away... It would be nice for that to bend in the direction of the impact as if the tree itself is bendy - right now it feels like crumbling chunks of brick that all break apart - it would be nice to get some kind of bendyness in any branches that stay together? another thing is the pieces seem to lack some sort of 'inherit velocity' from the impact. I've followed a heap of tuts online but i just cant figure anything out - is anyone able to take a look at my scene (attached) and see if anything is possible? ta! ant scene included below - tree alembic also included.... i will shower you in MAOAMS sweetys if you can help me with this scene because i'm really lost tree_destruction.zip
  23. orientation not matching

    Hi guys. I have a simple sim with a tube which I steal the points from and want to instance another model onto those points. for some reason the orientation is not lining up. What am I overlooking here? shot_Coinery-Coinery_mod_Modeling_v0008_nocomment_jra_.hiplc
  24. I'm currently doing a flip tank sim with a boat as an RBD object and getting it to float. I have the floating part working, however the boat fills up with water through its hull. The odd thing is that inside mesh there are no particles. Particles collide with the outside of the boat mesh and the inside, but its as if the flip fluid particles go through the mesh. I have tried alternate collision methods under the rbd object collisions tab, but still cant work out how to stop the particles going through the mesh! Does anyone have any ideas of how to stop this?
  25. Hi there! I am trying to make a simple example of RBD, so I duplicate the Pighead using copy to points and I want to see them crashing with the objects, but they are all stick together and I don't know how to make them to collision individually. Any clue? I hope you understand what I'm trying to do, I have attached my scene. thank you all! test.hipnc