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Found 298 results

  1. Chain RBD setup

    Hi again, I got a simple piece of geo here which I'm trieing to convert to an animation. I tried a wire sim with a wire capture, some constraints, a rbd collision method but This chain isn't willing to behave like a chain. More so if the chain is meant to follow an animated object while swi9nging around. Could anyone show me an example on how to make this thing work? Chain chain.bgeo
  2. Constraint RBD to animation

    Hey, how can I constraint an active RBD object to a static but animated one? For example I want that anchor to be constrained to that ring. A pin constraint just fixes it to a specific place. Tried wires but again this went crazy. So how can I get some realistic motion to his anchor? Also tried the oarent constraint which changes the constraint location from a static point in space to a goal object. Still no luck.
  3. Hey guys, working on a destruction shot which will involve a dragon thats being animated currently landing and somewhat destroying the building i have - Did tests with dropping spheres etc to get the constraints as i wished, then brought in a very rough 'previs' level peice of animation of the dragon i did - and as you will see from what i provide it doesnt collide correctly - i have tried increasing substeps - my collision volume matches my mesh almost perfectly, so really unsure what the issue maybe? Any help would be great (alembic and hip file below) and the youtube video link is to the latest flipbook i have showing the issue (please excuse my terrible dragon previs animation) Destruction_v2_t1.hip dragon_previs.abc
  4. Hi everyone, I made this setup to mix constraints between conetwist and glue, depending on angle value, i set the constraint_name in a sop solver plugged in the constraint network node, it works quite well but the resulting object is floating in the space... is anobody here can check my file and tell me what's going on!!!? apparently its not a subsanple or CFM, ERP issue ( i checked all this parameters and, nothing...) thx by advance, Best regards H TEST_PACKED_CONST_METAL_V002.hip
  5. Hi everyone! can't figure out why my cone twist constraint collpase at frame 2..., apparently this constraint dosen't care about restlength like other constraints... i tried all constraints, everything is just fine exept with this one, and cone-twist is exactly what i need.... I join a simple file based on a SideFX sample scene turned into what i need... thanks by advance Cheers! Twist-Const-Restlength.hip
  6. Hi, I am an experienced Software Engineer with a good eye for Visual Effects. I have over more than 10 years of experience in developing advanced software systems for simulation and animation companies. In addition, I've invested that last 5 years exploring and educating myself all about Visual Effects. Below is my demo reel. Please check https://www.linkedin.com/in/khaledabdelhay for more details on my technical/artistic skillset.
  7. Hi guys.I've been muckin' around in Houdini Indie 15.5 trying to get a very simple effect of pushing apart fractured geometry in all directions from the center (or any point of origin actually) and so far not very happy with the results.I've used the suggested “Magnet Force” method but to be honest this doesn't yield an acceptable result for a true bomb force effect. The various force nodes in Houdini seem to merely generate singular directional forces which is also not desired. I am aware of the method to set up a network of points or a point cloud of sorts that then all have a point force on them to drive dynamics however this is a convoluted and inefficient method at best.The desired result is very simple. If you are familiar with Maya which also uses Bullet dynamics, you may be familiar with the Volume Axis Force attribute which allows us to perform what I'm describing in one fell swoop. This is what I'd like to achieve in Houdini.Any insight into successfully achieving a true and accurate dynamic behavior of a bomb force would be greatly appreciated. Thank you kindly for your time and thoughts!
  8. I am trying to create a simple scene where balloons are tied together to an object using wires.(like in the movie “UP”).. Im having balloons as packed RBD object and the parent point(where balloons are tied) as a separate rbd object. and having wires also into the DOPnetwork as wire object.. Initially I dint simulate the wires but used the wire lines as a constriant network from SOP and made a spring constraint between balloons and parent using the wires as a constraint net, And It worked Perfectly. Now I am turning the wires into wire object and trying to constraint the top of the wire to the balloons and bottom to the parent object, I am having matching @anchor_ids on wires and balloons.. But It doesnt work properly. If someone can explain how to constraint wires with rbd , It will be very helpfull for me.. And if someone already have a scene file for related to this please share it , Thanks a lot in advance..
  9. Hi! I'm trying to replace some non packed pieces from a bgeo sequence to a hi-res version. I cannot simulate again so I need to find a workaround to "transform input geometry" in the dop import. I've tried the 'transform pieces' sop without success. Any suggestion? Thanks! transform_pieces.hip
  10. Hello, everyone A simple question, it's basically the title. By "increase" I mean increase by a lot. Everything the same, just turning on "Use deforming geometry" increases the sim from 60 frames in around 8 hours to 7 frames in the same time From what I could see it really takes a long time in the "creating collision mask" (or something of the sort) step. I have the VDB of the colliding object already cached in a SSD. So, is this normal? Also, a side-question, when you use a static object in DOPs, does it use the Bullet Solver or the RBD solver by default? I'm sure I saw this question here before, but unfortunately I can't find it
  11. Hi, I'm looking to create a paper cloth simulation for papers that twirl over the street blown by a slight wind. (like tumbleweed) I was thinking to simulate spheres with RBD and use these points to drive a cloth sim. But I can not get that interaction to work. The cloth object is not updating the position every frame. So I was thinking of using a constraint network. Has anybody got experience with this kind of simulation? Or other approaches I could use? Thanks!
  12. Spin force for RBD objects

    Hi Houdini friends, Sorry to bother you three times in a day... I'm still having issues with the simulation of leaves on the ground. I can't use POP for simulation because these leaves are in foreground and they'll hit the ground and stay eventually. However it seems wrangle torque or angular velocity on the packed points won't work, these leaves are not spinning around their own origin. Is there any way to fix this? I have the files attached that may better explain. Thanks a lot!!!
  13. Hi houdini friends, Is there a way to deactivate the force when it's not in the mask field? Right now I'm doing a scene where leaves rise when a car pass them. I tried to use the mask field to mask out the area that should be affected when the car come, but as the car goes by those affected leaves seem to be still affected by the wind force, but they should fall down eventually. Does anyone know the solution to this? Thank you so much!!!
  14. Hi Houdini friends, Does anyone know how to use mask field in DOP net? I'm doing a simulation of leaves on the ground reacting to a car passing by. I need to control the wind force to affect only where the car is passing, where other leaves remains more still. Is there any way to mask out the affected area and have the wind force only affect that area and have dynamic change on the mask object? Or if there's other ways to do this? Thank you so much!!!
  15. RBD hitnum not working

    Hi guys, I just want to ask one quick question. I am using bullet solver and want to count hit value of pieces with collision geomectory. I tried pop collision detect also but its not working on rbd. thanks
  16. Hi everyone! I have a moving camera projecting an image sequence on a fractured mesh. What I'd like to do is keep projecting each frame to each fractured part until they get activated. Finally, the active pieces should have projected the image from the last frame before activating. Do you know some way to implement this? Since uv's have to be projected before running the sim it hasn't occurred me how to do that. [Edit] I've managed to solve the problem. If someone face the same problem here is the solution I've found: 1- Project UV from camera before RBD 2- Run the sim 3- Import it with "transform input geometry" and plug in the original fractured geometry with the material (image sequence) applied. The uv's will remain the same but the material will keep updating seamlessly with the background. Cheers!
  17. maya model to houdini for Dynamics

    Hey, im not sure if this has been asked before but im trying to do the maya ---->houdini---->maya workflow. But im stuck at one point. So when i export models, specially stuffs like wooden tiles or brick walls as abc or OBJ to houdini. Houdini reads it as a single file. So that stops me from using voronoi on per object level as it applies it to the whole models as one single object. Like for example i want to fracture the whole brick wall but i want to do it per brick level not as a whole wall. If this has been asked im sorry, but really need to get this figured out for a project. Thanks alot
  18. I set up a car model, moved some objects around and scaled some here and there. Can i simulate an object and make all other stuff in my scene follow it? guess i can but what is the simplest way without go in and set same parameters and simulate everything by itself.
  19. HOUDINI - Alembic and RBD (Beginer)

    Hi! I'm starting with Houdini, and I would like to know how to combine a cached animation and Houdini's RBD. I know that this question has already been asked on this forum, but as I said, I am a beginer, and I would need reaaaaly basics answers. (I don't know any one who uses Houdini so sometimes I have simple problems that I can not solve). So my problem would be : - I receive an animation made with maya. I export an alembic (or a cache, FBX? Is there a best way?). I import it into Houdini. -The animation works, but when I set it as a RBD solver (or FEM, or anything that has something to do with gravity), the animation doesn't work any more. -I heard on this forum about a RBD keyframe node, about "Use geometry Transform", but I'm really too new to be able to use these informations. For exemple, if I want to use this alembic (attached file) : it is a little sword, I want it to be breakable, and to keep its animation. How would you do this? I hope somebody will find the time to answer to my questions, thank you! petite epee.abc

    Hello fellow houdini artists. i hope y'all having a great weekend, just a quick quest, does anyone know how pyrofx can be used as a source to destroy a rigid body wall or any object that has been converted into a RBD, or after setting up or after setting up my fracture can i assign a pyro "fireball" to be the collider of the Fracture ? rather than having a sphere... please check out the example attached and thank you very much
  21. I am building out a Big Bang collision. I have a very large sphere that I use as the all encompassing universe. This is a static object. It is the Universe Sphere. I then have an RBD that I set the "center" parameter/attribute to the Universe sphere center channel. This sphere serves as the Big Bang, which has been fractured via Vonorni. I use a smaller sphere, whose "center" parameter is also set to the Universe Sphere center channel, as the initiator of the collision. I set the radius up for the Spheres. The Initiator Sphere is key framed with a Uniform Scale of 0 and then the very next frame it is set to 1. The size of this instantaneous expansion sets the velocity. I set the mass of the Initiator Sphere way up and I use a Position node to keep this Sphere for the most part locked down. I set bounce to 0, rotational spin to 0, and friction to 0. Over all, these settings, for the most part, keep the Initiator Sphere locked at the center of the Universe Sphere. However, I am getting a very slight wobble, before the Initiator Sphere settled down into a perfect center in reference to the Universe Sphere. What I am asking is what is the most efficient way to stop the wobble and lock the Initiator Sphere to the center of the Universe Sphere. I have looked at Constraints, however, the universe sphere is a static object, not an RBD, so I am thinking constraints will not work. I am looking for a very uniform collision across all out ward moving vectors, much like a uniform nuclear detonation. Any help would be much appreciated.
  22. Cluster inside DOPs

    Hi I have a question about clustering. The problem is. If I cluster on SOPs then when I come to DOPs I get clustered pieces, but the collision guide shows tetrahedrolized geo over the whole cluster piece. Here is a picture When the geometry is this Is there any ways to calculate the collision geo for every piece (which is exactly that piece, because voronoy gives already tetrahedrolized pieces) and then connect them as clusters to get collision geo exactly like the original geometry? Thanks
  23. I am trying to make a scene where there is a flowing river going under a bridge. I also created a fractured house which will be driven by the flowing river and get crashed into the bridge. The only problem I am facing is that the fluid sim breaking the house even before it get hit by the bridge(which is normal interaction between rbd and fluids). Is there any other possible way in which I can interact both my rbd and fluids in a good way so that it doesn't break before hitting the bridge? Thank You Here is a reference shot what I am trying to achieve
  24. RDB Data baked to Points

    Hey guys, So lots of info about using points to setup a RBD sim - but im looking at going the other way. I wish to take an RBD sim and collapse it to points. The point would probably need to store at least Position, Scale, Velocity and Rotation. I have done a packed RBD sim and using the packpoints SOP I get my centriod points out with P - but would love a bit of guidance in getting the other data in there... or if I am going down the wrong path completely. The objective is to take an abc out of houdini without geo - only point attributes to use in another package. I found this... http://blog.sina.com.cn/s/blog_7ecf408b0101pnyq.html He's doing exactly what I need, but can't work out how it's being done. Any help appreciated. Cheers, Ollie

    Hello. I just recently graduated from VanArts which is based here in Vancouver. I have completed my demo reel in FX which is to say primarily using Houdini 15.5. I hope you all enjoy watching it as much as I enjoyed creating it. I am attaching the link below. Please let me know of any suggestions, criticisms all is welcome. Thank you. FX DEMO REEL 2016