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I just finished some exciting new work, and I’m thrilled to share it with you! This includes a procedural wood house generator HDA (available for purchase), which is designed to be destruction-ready. When I first tried creating destruction scenes, I struggled to find proper geometry that was ready for destruction. That’s where this HDA comes in handy. (The post is not intend to sell the HDA so if would like to purchase the HDA, go to video's description) The water element has always been my favorite, so I loved adding it to the scene to give it a more realistic feel. My approach came to life after watching the Siggraph 2017 presentation by Walt Disney Animation Studios about the ocean creature from Moana. I hope you enjoy it as much as I enjoyed creating it!
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Hey guys ! I'm currently doing a RBD project and I was wondering if you guys had any tips on how I can make my sim more optimised so that it doesn't take 25 min for only 10 inactive frames. The fracture is pretty low res and all the substeps settings are low but the sim is still really slow and practically unworkable. I have 100K pieces correctly named and the building is world scale so i dont know what to do to make it workable, any tips? I would greatly appreciate ! Thank you
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Hey there odforce! Right now I'm trying to do a destruction simulation on a spaceship that I made, and I'm running into a problem that I can't seem to figure out. If anyone is familiar with Steven Knipping's Rigids III, the general setup is based off his approach. Here's some quick info on what I'm doing: * I'm simulating the spaceship destruction with bullet/packed primitives * These packed prims are a mixture between voronoi shattered pieces and unshattered geo pieces * Even when the spaceship is standing still, forces on the constraint prims will reach infinity once simulation begins * In DOPS, I've made a SOP solver that breaks my hard constraints once it reaches a certain force threshold, and since things are reaching infinity, it's basically just destroying all my hard constraints within a few frames Here's the ship: Here's the constraints using connect adjacent pieces from surface points with default values: After a few frames of simulation, it turns to dust =/ In dops, force is shown to reach inf and breaks the constraints based off my attrib wrangle which says... f@superHighNum = 100000000; if(f@force > f@cat_hard_break_force && f@cat_hard_break_force < f@superHighNum){ @group_broken = 1; } where f@cat_hard_break_force is the force threshold that I define I tried countering this behavior by adding the f@superHighNum, but it looks like forces gradually reach infinity, so it still breaks... Has anyone encountered this sort of issue before? If so, what might cause these forces to reach infinity? Here's a few things I've tried: * Cleaning up the mesh and fusing points before connect adjacent pieces * Setting rest length to zero * Blasting funky looking constraints before simulation * Trying a bunch of different settings on connect adjacent pieces when generating the constraints * Simulating with glue constraints to see if forces still reached inf (they do not reach infinity with glue) * Increasing the constraint force mixing parameter * The RBD physical properties are at default values Also be sure to check out Steven's tutorials because they're really awesome. I couldn't find his e-mail to ask about it, but perhaps you guys might have some ideas? Any thoughts, theories, ideas, would be greatly appreciated, thank you for your time! - Tyler ssGainz_v011.hiplc
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- rigid bodies
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So i have a very simple destruction sim and i am trying to take it to maya. I had got the obj from maya with the uv. Now when i go to export the alembic sim, the uv doesnt show in maya. Even in houdini i have to unpack the alembic file to see the uv. Could someone help me with this? brick_wall.obj brick.hip
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Hi, I'm working with models (fbx) and trying to destroy a wall, but the concrete is breaking down by large pieces. This is unrealistic because destruction isn't multi-layered. There are plaster, primer, reinforcement and other. I need the destruction to happen gradually. The inside and outside layers were destroyed separately from each other (like the picture). Can someone point me to a good tutorial, maybe give me directions on the steps. Sorry for my English. And thanks.)
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How to make destruction with color like in gif? A sample scene would be great. - constraint limit map
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Hi, In RBD marital fracture i used the animated geo as my fractured one.but i would not make a final out.if any one know about how to set up just reply it.
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Hi guys, Come and join us for our new project! We'd love to get in touch with you, especially if you're a well rounded and seasoned 3D Generalist or Houdini destruction ninja with the skills outlined in the flyer below! Vancouver/B.C. area locals only please! You can check out our latest reel here: Cheers, Manu
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Hi all! I recently made a free public post on my Patreon, a bit of a New Year's gift. In my destruction classes & SideFX conference presentations I've mentioned that I often use geometry grouping to define the clustered sections in my RBD sims. However, it takes a bit of work to create the feedback for-each loops to set that up, so I've finally wrapped it up into a helpful HDA. Demo HIP file included as well. (I also included the HDA in the November 2020 'quick tip' post, but this version fixes a bug in the size-based prioritization, so for patrons that have that version I highly recommend downloading this one instead!) https://www.patreon.com/posts/45769153 https://vimeo.com/496659441 Hope you find this useful, and that you enjoy the new year! :-) ~ Keith
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Check out the full course at https://www.cgforge.com/course/destruction-iii Cheers!
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Hi, just wondering if anyone could shine some light on where I am making my mistake within my pipeline? Currently just trying to make my object destroy my said geometry but its pre-breaking before contact? wondering if its because I am not using glue constraints correctly(have tried to use that way) but can't seem to think of what I am doing incorrectly? My next question is offsetting the timer, I have gone into the rdb nodes in the image below and ticked boxes around the creation frame, but it doesn't offset it as it makes it disappear from my scene until the new selected frame. Help is high appreciated as this is contributing to a final grade!!
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What is the best way to go about exploding a building with a pyro explosion? Currently I have a setup that has a fractured structure that I add point velocities to and the rbd solver. I want to have a pyro explosion I can use to drive the rbd. How can I do this, none of the tutorials I've seen have pyro. I'm looking for something like this. -
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Hi! First post here. After months of lurking and picking up tips from other users topics I need more direct help. I'm quite new to Houdini and I hope you share some ideas. With given FBX meshes, I have to simulate a gate being rammed out from a wall. Chunks of portal around the gate are supposed to be pulled out with it, hit the ground and crumble into bricks while the rest collapses. Gate itself is animated with bones, not physics-driven. After many experiments, I couldn't achieve that two-step fracture (big pieces falling on impact and then crumbling). This is what I've already tried: 1. I've split all wall FBX into bricks using Voronoi fracture fed with array of points (four pieces total: the portal, left, right and top parts of the wall). 2. I've divided the portal into chunks by grouping fractured elements with separate glue constraints. 3. I've created set of constraints for each piece.). 4. I've constrained all parts of the portal to the animated gate. 5. I've imported gate and wall as RDB Packed Objects to a DOP and fed it to bullet solver. 6. I've set up constraints networks for each piece with SOP solvers connected. The idea was that the portal is connected to the gate by glue constraint with infinite strength (-1) and pulled that way out of the wall. After few frames the constraint is severed by deleting lines in SOP solver. Constraints for individual chunks remain until they are broken by impact with ground. Meanwhile the result is that: when portal-gate constraint is removed while the portal is still in the wall, it's being abruptly shot upward. It looks like the animation (which I can't alter) forces meshes to overlap, so they pop when it loses control over them. When the constraint is removed few frames later when the portal doesn't collide with anything, it gains such high acceleration already, that bricks spray all around as if it has been an explosion. I suspect that my pipeline my be noobish, but I couldn't find any resources on similar cases. Unfortunately I can't share screenshots nor files as they are part of a commission. I'll appreciate your help.
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Hello, I am a student who was asked to research how to simultate reinforced concrete destruction in houdini. But since I am completly new to houdini, I thought it would be wise to ask some people who have a lot more experience then me how I would go about to solve this issue. I don't need the complete solution or files but just some quidelines/tips how to tackle this problem since I need to find the complete solution myself. (I don't want to steal someones work) My endgoal is to create a simple model of the concrete and steal bars seperate in Max and do a simulation with a bal hitting it at high velocity in houdini. (but for now I want to try some setups on just primitive objects) And the deadline is in a couple of weeks. I am currently looking and following some tutorials about, for example, bending metal and I also saw some examples of mimicking an explosion force using the magnetforce node with a negative value. If there are some veterans who have some advice/guidelines on how to start with this problem, all help is appreciated! Thanks in advance!
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Hello, I am a student who was asked to research how to simultate reinforced concrete destruction in houdini. But since I am completly new to houdini, I thought it would be wise to ask some people who have a lot more experience then me how I would go about to solve this issue. I don't need the complete solution or files but just some quidelines/tips how to tackle this problem since I need to find the complete solution myself. (I don't want to steal someones work) My endgoal is to create a simple model of the concrete and steal bars seperate in Max and do a simulation with a bal hitting it at high velocity in houdini. (but for now I want to try some setups on just primitive objects) And the deadline is in a couple of weeks. I am currently looking and following some tutorials about, for example, bending metal and I also saw some examples of mimicking an explosion force using the magnetforce node with a negative value. If there are some veterans who have some advice/guidelines on how to start with this problem, all help is appreciated! Thanks in advance!
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Hello, I have question. I couldn't understand how to weld the line inside fracture geometry... It often goes through objects. Is there anyway for to do that..? Or anything tips to reach his flow for me? Thank you Concrete_Rebar.hipnc
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Howdy! I have a detailed building facade that when I bring the obj into Houdini 18 it is all individual objects, how do i merge it into 1 object so that when i fracture it with Voronoi it doesn't all separate into hundreds of individual pieces but only into the amount of fractures that I define? (Exploded view image attached) Thanks
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CG Forge just released a new course that's perfect for those who are new to RBD simulations! Check it out at cgforge.com
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Hi guys, most of the tutorials I see on the internet teaches destruction based on assets that are built before being destroyed, giving full control over all the pieces. But how would you approach a situation, where you get an existing wall, maybe a scan of a stone wall, such as the one in my attachment. Let's say I want to keep the stones intact but fracture only the cement binding them? Do I draw poly around all the stones and them boolean fracture? Or maybe I can extract such information from a texture map? I'm pretty new to the amazing Houdini, so I would be very grateful for any tips. Thank you!
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how should i break my glue constraint by velocity enegry_blast.hipnc
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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
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Hello, I recently went through Steven Knipping's tutorial on Rigid Bodies (Volume 2). And now I have a nice scene with a building blowing up. The simulation runs off low-res geometry and then Knipping uses instancing to replace these parts with high-res geometry that has detailing in the break-areas. The low-res geometry has about 500K points as packed disk primitives so it runs pretty fast in the editor. Also, it gets ported to Redshift in a reasonable amount of time (~10 seconds). However, when I switch to the high-res geometry, as you might guess, the 10 seconds turn into around 4 minutes, with a crash rate of about 30% due to memory. When I unpacked it I think it was 40M points, which I can understand are slow to write/read in the Houdini-Redshift bridge, but is there no way to make Redshift use the instancing and packed disk primitives? My theory kind of is that RS unpacks all of that and that's why it takes forever, because when I unpack it beforehand, it works somewhat faster - at least for the low-res. The high-res just crashes. I probably don't understand how Redshift works, and have wrong expectations. It would be nice if someone could give me an explanation. Attached you'll find an archive with the scene with one frame (Frame 18) of the simulation included as well as the folder for the saved instances of low- and high-res geometry. Thanks a lot for your help, Martin (Here's the pic of the low-res geometry, the high-res is basically every piece bricked down into ~80 times more polygons.) Martin_RBDdestr_RSproblem_archive.zip
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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.
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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
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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
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