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Found 445 results

  1. Mops and Rbd Car

    Hello guys, i have a problem with MOPS and rbd. I made a basic box, fractured it and i added tired that rotating in transform node. Then I merge them all and add animation to move forward. Then i changeg the active attribute with mops. Everything looks okey until it comes to rbd. In rbd, there is no animation at all, but it takes the active data from mops; how can i merge animation and the sim ? I want the rbd start while it moves. mops_car_test.hip test[1-50].mp4 whathappens.mp4
  2. Hi! I seem to be having a small issue with the 'transform pieces' SOP not working as it should. I have a mixamo animation that I have fractured and I use a 'point deform' to get the animation back onto the fractured geo. I want to use the 'transform pieces' SOP to convert my proxy geo to my hi res geo. Whenever I do that the whole thing freaks out. I have also tried freezing the pivot and copying it back to the 'dop import' points. Using the rest points does not work either. If anyone knows how to solve this problem then please let me know! Thanks in advance!
  3. 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
  4. 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but I only could find topics where people asked a similar question but got no answer or topics which are old and outdated.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
  5. Smoke inside RBD object

    Hello everyone! I try to create something like glass sphere explosion which contain smoke inside, BUT I can not do it. I created RBD object, simulated explosion, create smoke emitter inside, smoke accumulate inside, but after explosion all smoke disappear in few frames. Do U have any ideas, how to solve it? attached screen before and after (its just an example of scene).
  6. Hey there! I'm quite new in Houdini. I do not really like to ask questions, I rather tend to find answers by myself. But sometimes I hit the wall. This is the case I need your help guys. Im trying to make RBD sim in DOP NET with the simple spheres. My goal is to have variable scale and color of a sphere according to the noise. I manage to get color with POINT VOP in SOP SOLVER with MULTI SOLVER. But I stuck with the scale of a spheres. They inherit pscale from a GEO level. I would like to use pscale in DOP NET and manipulate it with the POINT VOP. Any ideas how to achieve it? I tried to make it with the particles, like in this tutorial https://www.youtube.com/watch?v=qXoSEnh94YQ&t=246s But particles tend to move erratically and not act like proper RBD. Balls on plane.hipnc
  7. Hi all, Does anyone have a workflow for attaching fractured geometry of an animated alembic, to the animated alembic itself? For example, a moving vehicle that's animated to collide with something and continue moving (the whole sequence of how the vehicle moves is hand animated), so only some parts are fractured for the rbd simulation (like half of a plane's wing, some window glass, parts of the nose fly off), but the rest of the parts that aren't affected are animated via the alembic to continue moving. I've tried attaching the constraints to the timeshifted alembic geo, then use transform pieces for animating the static objects, but i think my constraints are invulnerable right now? They don't break and no forces can affect them, even if i set my strength values to 1. I wish i could send an example file but i'm troubleshooting for work, so i can't actually do so. Any help or hints would be greatly appreciated, and thank you anyone for taking the time to read.
  8. Hi everyone, In the case of an RBD simulation with constraints, is it possible with a sop solver to copy or transfer the constraint attributes and broken group (which comes from the relationship_geometry Object Merge node) to the dop geometry? Basically I would like to use these attribs (angle, distance, torque, etc.) and broken group after the dop import, but I can't really get them. Do you have any idea?
  9. Hi everyone! I'm currently going through the Procedural Cities in Houdini Tutorial from Pluralsight. So far everything worked out great. I had to adjust some nodes (As the tutorial was made in Houdini 15) But it's working. I'm now in the process of aligning bounding boxes of Buildings to the geometry surrounding them (e.g. rotating the buildings so they face the streets) Using a bulletsolver and popattract. In the tutorial video this simulation runs smoothly... when I'm opening the exercise files on my Computer it runs fine too. But with my own file the viewport runs slow (like 1 frame every second) The perfomance monitor shows this: (The dopimport took even more time but I bypassed it here to see if the problem was somewhere else) I'm not sure where to check for the __DopDetailLook_Guide or how to influence it. But it seems to be viewpoert related, as entering a framenumber in the timeline simulates super quick and gives the right result... So this isn't really breaking anything as I can get the correct result anyways without waiting forever, still I would love to know why the simulation runs so poorly in the viewport. If anyone wants to see the hipnc file I'm happy to upload it somewhere. Any help would be greatly appreciated! Cheers! Daniel
  10. Hi!! Right now I'm trying to destroy the tower in personal work. They make a scene where a fallen tower crashes into a building. When using guide simulation with rbdbulletsolver in houdini18, how do I apply guide simulation to only some primitives? Even if I enter the group I want to apply the guide simulation to in the Group of Setup, the guide simulation is applied to all primitives. Any advice would be appreciated. Thank you
  11. Export RBD Inside/Outside groups to Maya

    Hi there, I'm working on a project where I need to import in Maya from Houdini an RBD simulation of a collapsing tower. I will project a texture on the outside of the tower and assign another material to the inside of the fracture. For this reason I need both the groups separated in Maya (with their UVs). How can I do that? I've tried exporting as Alembic but the sim in Maya appears as a unique object. I would really appreciate if someone can share a nice workflow for that. Cheers! Albus
  12. Hey, I have a brain scratcher that I need help with. I have animated a jacket with vellum using cloth constraints and then cached it out. Now I have the toggles and zipper to add I can use vellum as it doesn't do anything with hard bodies so how can I constraint them to the geo? Any help would be great! Thanks Andy
  13. object scale change, durring rbd sim

    Hello, Houdini folks! I have a question about very essential thing durring the rbd simulation. (Im attaching the file here). What I have, I want to change the scale of the pighead, durring the simulation, but without this "strange jumping" behaviour. Any suggestions, how to solve? Thank you so much. strange_behavior.hip
  14. Vellum + RBD

    Hi everyone, I'd done a bit of searching around, and it seems like the answer is that vellum and RBD can't yet be combined into a single simulation. However I'm wondering if there's a way to fake RBD in vellum? I'm trying to create an effect where glass cracks because a vellum object pushes against it. Is there some workaround to make a simple object 100% rigid using vellum? Any help is greatly appreciated!
  15. Hello , i have one issue with RBD Hero , it is possible to emit the same RBD hero object multiple times from particle or any objct without having to import the rbdobject node multiple times? Not packed prims only RBD Hero Object to have good floating objects on fluid tank. Becouse i try paked, prims and explode ater while, after few frames even when i play with feedback scale from Solver. Can you help me with a hit how i can manage this? Thanks.
  16. Adding objects in RBD Cluster

    Hello everyone, so I am doing multiple RBD fractures with the MaterialFracture SOP in H17.5, and I am encountering an issue when putting together different objects: some that have the cluster attribute that has been created by the SOP, and others that havent. Essentially, in the simulation I have multiple objects that are seen by the DOPNET as one single because they dont have any cluster - so they are all grouped in the same. Is there any way I can add an individual cluster value to each, so they act each one separately? Thank you very much! Razr
  17. Post-grain sim constrained RBD animation

    Hi there, if anyone could help me wrap my head around this I would be very grateful. My setup is this: Vellum sim with grains falling into a container. Motion is exactly what I want. I need to then copy cubes to these points to look like ice. I'd like to have close to realistic rotation on the ice cubes as they simulate. My thought was to run an RBD simulation on the cubes having them constrained to their positions as defined by the grain sim. The problem I'm having is understanding how to create constraints on the cubes that allow them to freely rotate but maintain the grain sim position. I'm in H18.0.287, and I'm attempting to use the sops rbd solver workflow, though I could see needing to configure this with the normal dops workflow. Could anyone point me to some resources to help me understand how to build these constraints? Or maybe I could somehow get rotation without this secondary simulation? I could've sworn there was a way to get orientation from vellum grains. Thanks everyone! As a treat, here was an attempt at a bullet solve with a cheap buoyancy force I hacked together haha shrub_010.mp4
  18. Hey, Im new to Houdini to Unreal and been following the webinar video by Luiz. However after following it seems I can't get my sim to work in Unreal. I can export fine, apply shaders etc, but the result is extremely bizarre which I assume is due to an issue with the BBOX MIN and MAX values. Or something to do with my orients/pivots exporting the wrong values. I found a thread where someone made a pretty handy VAT RBD pipeline but even after following that I still was unable to get it to work correctly. I was wondering if someone could take a look at my files and see if you can see any issues with what im bringing in or if you can get it to work. Cheers P.s Also noticed my fantastic typo which I apologies for xD Also a picture to show to issue im having. As you can see the BBOX values from Houdini to Unreal are the same so wondering why this issue is arising. VAT_pipleine.hip VAT_pipleine_posHigh.exr VAT_pipleine_meshHigh.fbx VAT_pipleine_rotHigh.exr
  19. For some reason, I am having a difficult time constraining RBD objects to animated geo. I have done this in the past inside dops, but I am trying to do it in the new RBD workflow. I am fracturing a box and then successfully creating constraints to static ground geometry. I am then replacing the static ground geometry after creating the constraints with the animated one, and using the rbdconfigure to make the animated ground non-active, animated, and deforming while keeping the fractured box with the default settings. My animated ground is moving as expected in the sim, but it doesn't look like the constraints are moving the box with the ground's animation. Is there something I am missing? I have attached a simple scene explaining what I am referring to. Thanks in advance for the help. rbdHelp_v001.hiplcrbdHelp_v001.hiplc
  20. Iso Art

    Just showing some video art I had fun making recently. Pretty simple technically. Low res everything. https://vimeo.com/407189184 https://www.instagram.com/p/B-PX0ryDgB9/?utm_source=ig_web_copy_link
  21. RBD WORKFLOW H18

    Hi! I've been working lots of rigidbody simulation lately. I am happy with what Sidefx has done for RBD Workflow specially when they release houdini 18. Sample workflow: -Prep objects. Categories/separate like (GLASS,METAL,CONCRETE,WOOD) to Groups. You will use this for RBD configure. -Clean objects. Check for holes, wrong normals, unused points,etc.(Clean Sop/Facet Sop) -Check the UV.(This is super important after the simulation so that you will not have a hard time doing the Materials) -Prefragment objects.(RBD Fracture Material). For the constraint i prefer doing it after the fracturing. -Make inside UV for inside faces(UVunwrap selecting inside group). -Cache Prefragments Per Object.(RBD I/O) 1 frame only. -Make Constraint. -RBD configure(this will help the solver a lot because you can set the density/type of material like GLASS,METAL,CONCRETE,WOOD) -RBD solver. Configure the Constraint for breaking, Forces and Collisions. -RBD I/O to cache the simulation. It is good for simple shots or scenes but when it comes to heavy scenes i notice that it is to heavy to load when opening the scene especially when you have lots of object to prefragment(RBD Fracture Material). Anyone having the same problem? even if you cache your objects the scene is still heavy/too slow?
  22. Is it possible to have a mutual collision between Pop Solver, with POP Fluid, and an RBD Object ? Something like the Feedback Scale we have in Flip Solver. It's a basic Setup, I have a box, blasted the top edge, and an RBD Sphere in there, and I emmit Pop Fluid and I'm trying to achieve mutual collisions, so to make the sphere float on the liquid surface
  23. Hex Walker Lone Rearranger

    ain't nuthin' gonna stop Hex Walker going after Covid19. You can plug the scatter1 in instead for normal boring frags vu_HexWalker_LoneRearranger.hipnc
  24. Hi people, I'm wanting to drop and object as an RBD sim, but have it finish in a specific xyz position and orientation. Basically, I want to drop a bunch of letters and have them form a word. At the moment, they land as I expected they would, but I was wondering if I could 'nudge' them to land in the right place? The realism of the sim isn't too important, but it would be difficult to get the feeling of them falling, if I tried to animate the letters by hand from start to finish. Can I cache the sim and add a value to it, over time, so it ends where I want it to? Can I run the sim and add to the XYZ co-ords as it's running? I could, of course, sim it in Maya or 3ds Max... convert it to keyframes... blend in a final rest pose... and import the Alembic, but I wanted to know if I could do the whole thing in Houdini before reverting to a method I actually know? Thanks
  25. Hi guys it's been a while since I was on here due to work but I'm digging into Houdini again. I have a simple scene.. a ball.. I scattered some points on it.. then used those points in the new rbd material fracture tool. It seems to work.. the points fracture the ball.. giving me smaller pieces in the impact area.. and the rest is bigger chunks. However I can't for life of me get those bigger pieces to remain static! Is there any sensible way to do this? So far all the pieces fly away. Ideally I want to use this tool because I like the interior detail and edge random features it has. Can anyone help here ? It's probably really simple but I have been trying all day. I'm not great with wrangles either :/ Ta Anthony
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