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Found 117 results

  1. Hi ! I am making a project of a bridge destruction and i have a problem that i can not get solved I need to get my rbd to inherit a speed and initial rotation, when they enter the active state. I want to achieve something similar to this https://www.tokeru.com/cgwiki/index.php?title=File:Staggered_fracture.hipnc . but in the sop level and not in the dop. Best regards
  2. Hi all, I'm looking for a solution for an RBD Problem. I'm trying to generate cracks on Object with the shortestpath SOP, which than wil be used to animate the growth of the crack and also will be used to cut out the crack deformation on the surface. In the next step I'm trying to create a first fracture along this cracks. If I use the data I get from the shortest path, my Fracture doesn't work because the Geometry is not Fractured completly trough. If I modify my shortestpath to generate my cutting planes, my pieces don't align with the "modeled" cracks at all. I'm sitting on this problem for more than 2 weeks now made no progress and I'm out of ideas. attached is my setup and a file which shows the idea worj´king but on a Flat wall not a round 3D Object. I already check this Form for solutions but I only could find topics where people asked a similar question but got no answer or topics which are old and outdated. I'm trying to create something simular to the Topic below. If someone could find time to help me it would be very much appriciated. cheers Cracks_with_Fracture_help_02.hipnc dm_wallCrack.hip
  3. Looking for some advice on rendering a smoke/dust sim with a heavy building destruction sim as a holdout using mantra. Without holdouts the smoke takes about an hour or so per frame as expected, but with the holdouts it is taking many hours (up to 6 hour) for some of the heavier frames. I am using packed alembic caches for each of the layers then merging them together and setting as force matte in mantra.
  4. So I am currently working on an earth destruction sequenz were I have 2 layers on top of the earth base which I fractured and is going to collide with an object. I am a little uncertain on how I should go about getting the other two layer to follow the rbd SIM without having to sim everything 3 times. Just a hint or an idea into the right direction would be enough for me. Cheers, Pascal X
  5. Hi Everyone, I have just create a building destruction effect on Houdini . In this tutorial we cover how to use Houdini to creat byuilding destruction with custom deforming. we will learn how to create custom cutting, also learn how to custom clumps for destruction. We also using VEX code to control simulation inside DOP. Please, Feel free to Check in here: https://www.cgcircuit.com/tutorial/building-destruction-part-01 Regards, Nhan Vo
  6. hi i am very new to houdini. currently studying rbd. trying to replicate this effect https://vimeo.com/124015187 I trying to replicate effect of destructing road by a curve, but i dont know how to add randomness to it. i want to apply more up forces so the pieces at first jumps up and then starting fly down by gravity. I have done just the activation of destruction of road by a curve and added a weird jumping but not in a proper way, dont know how to do it like in example. Hope it make sense. Thanks in advance! rbd_add_up_force.hipnc
  7. Destruction Questions

    Hi everyone, I'm trying to do an effect where the default pig head model is raised from the bottom and to look like ice growing and then have a big cube fall and destroy it. I have created two files the first (Ice2) is based on Yongji Chen's lvl 80 article on ice growth. The other is a destruction test following Alessandro Nardini's amazing master class tutorial. I was going to try and see how I could combine them and work the two together and I have had some success but still no luck in combining. In the destruction file, my pig head geometry looks very rocky instead of regular and smooth. I was wondering if anyone had any tips or ways I might be able to accomplish this. I have included both my hip files if anyone wants to take a look. Thank you for your time! destruction_MC_P.hipnc Ice2.hipnc
  8. Destruction Glue

    Hi guys, I tried to attach multiple element in Bullet with different glue (Wall, Wood, Wood to Wall etc... ). Each Constraint works fine. But when i tried to make it works all together , they break. Can you see what's wrong ? Thanks ! Test_Destruction_Chalet_04.hip
  9. Hi all! There's 1 week left to register for my Mastering Destruction 8-week class on CGMA! In supplemental videos and live sessions we'll be focusing on some of the awesome new features in Houdini 18, and exploring anything else you might be interested in, such as vehicle destruction. For those that haven't seen me post before, I'm an FX Lead at DNEG, and previously worked at ILM / Blue Sky / Tippett. Destruction is my specialty, with some highlights including Pacific Rim 2, Transformers, Jurassic World, and Marvel projects. I've also done presentations for SideFX at FMX/SIGGRAPH/etc, which are available on their Vimeo page. If you have any questions, feel free to ask or drop me a message! https://www.cgmasteracademy.com/courses/25-mastering-destruction-in-houdini https://vimeo.com/keithkamholz/cgma-destruction
  10. Hello I've been learning houdini the past couple of months (mostly procedural modeling) and I'm moving on to fracturing, destruction and was wondering where I could find a house room (like a kitchen or living room or bathroom) to practice/learn on? Usually those rooms have a lot of different materials to work with and quite familiar. Nothing has to be textured and preferable low poly, it's just for personal/educational usage. Are there any good tutorials/free projects out there to look at as examples that I might not be aware off that arent on the sidefx website? Thank you very much Thank you very much
  11. Hi. What is the best collision method of POP simulation for debris in large scale destruction simulations? I think that such scenes in RBD are optimized by convex collision and packed geometry, so its computational cost is few. However, with POPSolver, we need to use Volume or Surface Collision (I thought ConvexCollision would work a while ago ...), so the computational cost will be quite high depending on the size of the scene. Is there an optimal workflow for generating a Pop simulation with PackedRBD simulation and accurate collision? Or is this something that you have to pay a reasonable cost for collision like VolumeSimulation?
  12. asking for kind help with sim

    I have a scene with destruction but the problem is that when the collider moves through the geo, some pieces randomly break off, some simply don't. It works well when I disable other parts of the geo but when I enable all 8 geo groups nothing works properly. Some help would be gladly appreciated, Thanks! I have attached a playblast and scene file playblast.mov demolition_setup_wholehouse.hipnc cottage_fixed.FBX
  13. Hi.I have been looking for a good edge detail way for Houdini destruction vfx. For Destruction, pieces are created by Voronoi split, but the straight cutting line is not good looking. EdgeDetail of RBDmaterialFracture node solves this, but it is very unstable for small or complicated geometry. Boolean-based segmentation (cutting) method is also less stable. so I want to distort the edges formed by Voronoi segmentation.And I don't want to use the shader-based method too much. The only way I found was https://vimeo.com/178206035, which is fast and stable, but for most geometries it forms strange polygons that don't fill tightly and can't keep the original geometry looking. This can be solved by the trick of TransformPieces only when the Lowres fragment moves by Sim, but the whole topology changes drastically, so it becomes very heavy if transferred to other software through Alembic etc. Motion blur is also difficult (especially not compatible with c4d) The problem of UV distortion is also serious. See the file for details of the problem. Does anyone know Edgedetail's method for a good Voronoi split that fills the gap exactly? edgedetail.hiplc
  14. texturing destruction

    I'd like to know if there is a way (a proper workflow) to add textures to a destruction simulation ? thanks destrcution.hipnc
  15. Hello everyone, Recently I tried to create a completely procedural building, which at the same time is ready to be destroyed with Houdini and this is what I ended up with. https://vimeo.com/355676432
  16. Hello Everyone, I have just create tutorial of making nuclear cooling tower destruction using new features of constraint in Houdini 17.5 Check in here: https://www.cgcircuit.com/course/nuclear-cooling-tower-destruction Best Regards, NhanVo
  17. Chimney Destruction - Constraints Problem

    Hi guys, I have a problem, with constraints. I create a simple scene and get a desirable effect. It is a simple setup with a combination of strong glue constraint and soft constraint, which is fine. But this setup doesn't work as I want in chimney setup, so I have to change the setup to two glue constraints, stronger and weaker. I tried to convert weaker glue to soft when chimney falls down, and get effect like in simple scene example. This conversion I tried to accomplish in SOP solver in the constraint network. if(@Frame>115 && s@constraint_name=="Glue2"){ s@constraint_name="Soft"; if (f@distance > 1 ){ i@group_broken=1; } } This complete mess my constraints both strong and week. So any advice to accomplish this? I am sure that there is a more intelligent way to do this but I am new in Houdini and any help is more than welcome. Aleksandar chimney.mov Test.mov
  18. Smoke keeps expanding

    Hi there, I'm working on a RBD destruction, but after the collision the smoke continues to expand. It should be a dusty smoke because there are not fire explosions.. I tried many ways, but it keeps expanding in the scene. I basically keyframed the emission of the smoke from the debris and it gives a nice shape to the smoke. What would you suggest? Attached you can find my scene. Thanks in advance! Tower_19_03_maybe_05.hipnc
  19. Pyro smoke issue in RBD destruction

    Hi there, I'm working on a RBD destruction project for my master degree. After I cached the RBD fracture and the debris I went on working on the smoke (using Billowy Smoke). I put in input the debris in order to emit a dusty smoke. The problem is that the trails don't look continuous.. And the smoke doesn't look realistic. Hope someone can explain me where I'm doing wrong, because is pretty urgent and I started using Houdini few weeks ago. Attached you can find my scene. Thanks in advance! Tower_19_02.hipnc
  20. Hey there, I'm working on a project for my master degree and i'm having an issue with glue constraint in my DOP network. It was working well until I deleted all the geometry and imported a new version of it from Maya. The ball should go through the wall and destroy the tower partially (just the active points), but it just bounces off. Could someone please explain me how to solve this issue? It's really urgent. Attached you can find my Houdini scene. Thanks in advance! Tower_16_more_windows.hipnc
  21. Hello Everyone, I have just create a ground breaking interaction effect on Houdini 17. In this tutorial we cover how to use H17 to creat ground breakking interaction with character. We will learn how to isolate inside group to create random debris, smoke and control the displacement on rendering of breaking parts. Please, Feel free to Check in here: https://www.cgcircuit.com/tutorial/ground-breaking-interaction Regards, Nhan Vo
  22. Senior FX Artist - LA

    Looking for a VFX artist experienced in rbd destruction simulation effects with thinking particles/Houdini as well as a Nuke/fusion compositor for projects. Must be local to LA and able to work onsite. Please send resume/reels to camarenamusic@gmail.com
  23. Hi, I am working on an airplane destruction with a skeleton underneath the fuselage. At first this worked quite well. ( SimV15_V5_goodImpact ) But after importing a newer version of the model with wings it completely ruins the simulation. ( SimV15_V7_Glitch ). Once I removed the breaks in the fuselage and skeleton mesh it works as it should again but the skeleton glitches through the fuselage. ( SimV15_V7_WingFixSkeletonBug2 ). So I know why this happens but I don't know how to fix it. I also don't really understand why the skeleton glitches through the fuselage mesh all of a sudden. Can two deformable surfaces work together properly? In attachments, you can find the file ( Simtest_15_V10WingFix_SkeletonIssue ) and the ABC ( B25_V30_Turbo_AllWingsV2 ) Btw I used steven knippings rigids 3 tutorial to get the metal deformation. Thanks in advance SimV15_V5_goodImpact.mp4 SimV15_V7_Glitch.mp4 SimV15_V7_WingFixSkeletonBug2.mp4 Simtest_15_V10WingFix_SkeletonIssue.hipnc B25_V30_Turbo_AllWingsV2.ABC
  24. Hey guys! I've made a fairly simple destruction on a procedural building (not textured) in Houdini, I'm going to convert it for Unreal Engine 4 using the game dev tools - I've tested this before and it works fine. What I'm not sure of is the best way to go about the texturing process from here. Presumably I need to set up my UVs in Houdini to start, then I'm not sure if you take the asset into UE4 first or whether you can work with the baked Houdini asset inside Substance Designer/Painter? Of course I might be missing the obvious solution so I'm looking for advice really!
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