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Found 478 results

  1. Hello. I'm working on fluid sim which pushes RBD objects. RBD object's interaction(without Fluid) seems fine in Bullet and RBD solver, but when I came to make flipfluid to push RBD objects(not packed) forward, it seems not working. I tried days for fixing the problem, but I cannot find a solution for this... Am I missing something here? Here is the result movie and .hip file(H18.0) of my basic setup. Seasaw_RBD_x_FLIP_interaction.hip Seasaw_RBD_x_FLIP_interaction.mp4 Any helps, kindly suggestions are welcome! Cheers, koba
  2. Before elaborating, I am not a huge fan of the material fracture solution, which also gives similar issues. Apart from the node just taking 10 seconds to place. 10,605 children in 18.0 and >11,000 in 18.5. Also, the performance I was getting out of it was really not useable, so I'd always go back to looping over pieces and shattering (the usual) where I'd have control over the iterations and such. But maybe I'm just really too dumb to use the materialfracture correctly to get well tweaked results out of it, in a workable speed. So instead I've been trying to build a more lightweight solution to use which is a voronoi fracture which brickers the cutting geo and replaces the voronoi with a shatter. The issue is that the shatter apparently just gives bad output geometry when trying to fracture a second time, the geo is just completely broken. This is the base output which is marvellous. It almost stays interactive (0.1s / frame) while the materialfracture SOP would take around 10 seconds to calculate for a similar result. This is a preview of the cutting planes generated from the voronoi source points. When looping over the pieces from the first iteration, the outcome is always broken like following. I've tried quite some variations of loops, but apparently the first fracture just screws up the geometry. Any sort of cleaning/fusing would also give no better result. Is there any way the fix the boolean shatter itself? Or to get behind why it's outputting the fracture geo in the first place? The simple file with the asset included is attached. voronoifracture_plus_185_v01.hipnc Thanks in advance, Martin
  3. Hi there, I'm trying to learn vex, but I've run into a bit of trouble with the RBD solver. My goal is to apply forces to individual points on a model, and have the model respond appropriately. My first assumption is that I would use a bulletRBD solver to accomplish this, along with a POPForce node. However, this applies force to the center of mass of the object, which is fine, but I also want some rotational values as well. For instance, if I have a cube, and I apply force (0, 10, 0) to verts on the left side of the cube, and I apply the opposite force (0, -10, 0) to verts on the right side of the cube, I would like to see the cube spin. I know I can manually edit the @w attribute to add angular velocity, but do I have to calculate the angular velocity manually to make this work? Thanks for your help.
  4. If you look at the attached ColIgnoreA.mp4, you can see the "red" and "green" collisiongroup attributes ignoring one another. Results are as expected. In ColIgnoreB.mp4, with those same collision ignore groups, I glue one red and one green sphere together. The free red sphere now collides with the green sphere, which is not as expected. The best I can tell is that when these pieces are glued together, they somehow combine their collision groups. When I set collisionignore as "red green" it ignores them both. However I still want red to collide with red, so it does not work for me. What's more is that Soft and Hard constraints work as expected, ignoring green sphere collision. Only Glue is strange like this. Is there a way around this? ColIgnoreA.mp4 ColIgnoreB.mp4
  5. Hello, I'm fairly new to Houdini, currently working on a RBD wood sim, happy with the current result. There's just one little piece that jiggers (geo overlap) and would love to only fix that specific piece so the rest is not affected. Thinking about 2 options but not sure how to do this: - Keep this piece attached to the bigger piece it originally was attached too. - Give this piece some extra velocity to create distance from the surface it's jiggering with. Thanks!
  6. Hello, I am following a tutorial on DOP Networks and Rigid bodies but when I apply a quickshade outside of the dop network and try to Import it as an RBD Object, it doesn't bring in the texture. I am not sure what is wrong? Can you please help? Please find attached the scene file. Thanks. TextureProblem.hipnc
  7. Animating/Keyframing RBD Constraints

    Hi all, I am currently learning the rbd bullet solver for class and playing with the settings more, I have broken up some geo with the rbd material fracture. I was wondering how I can animate the stiffness of constraints on rbd constraint node (or the rbd solver node) so that the geo starts to fall apart and then come back together as it doesn't seem to allow me to keyframe values. I also noticed there is a stiffness parameter in the rbd constraints node as well as the rbd solver. Is there much difference for these?
  8. FBX to Unreal

    I recently ran into a bunch of issues in getting fbx animation out of houdini and into unreal so I thought I'd share the process so that hopefully noone else needs to run into the same issues. Quick version: Use the ROP FBX Output in sops, don't bother with the labs RBD to FBX ROP Turn on "build heirarchy from path" on the FBX Output All intrinsic pivots should be zero
  9. RBD and its sleeping properties

    I set up a scene with crates that I want to get destroyed by a flip sim. figured out that I had to put a attribwrangle with i@bullet_sleeping = 1; so that RBD stays in place until the FLIP collides. The problem is now that with a little hit of flip to a group of crate the push activates all of them to break. I am a noob, but found that there is a threshold to control the amount of impact to activate the RBD. I just dont know which one of these it is and how to apply it to wrangler. bullet_angular_sleep_threshold bullet_ignore bullet_linear_sleep_threshold Documentation found here : https://www.sidefx.com/docs/houdini17.5/nodes/dop/rbdpackedobject.html Here is the original failed vid: https://www.dropbox.com/s/dl8ze5rv4vf6gse/Test.mp4?dl=0 Here is current failed test vid: https://www.dropbox.com/s/sa4sumxfqpqmdhq/Flud Test2.mp4?dl=0
  10. Color RBD Impact

    Hey, as a rbd user newby, I tried for 2 hours to get that, so if it can be usefull to someone Of course I guess it can be done in an easier and cleaner way, but anyway color_rbd_impact.hip
  11. Packed rbds and friction

    Hello everyone, I'm doing a simple packed RBD sim, and no matter how much I increase the fritcion parameters the objects never lose any velocity. Is this the expected behaviour? I've attached the .hip file. test.hip
  12. Houdini Senior FX TD, destruction!

    Hey Houdini community, Looking for a strong Houdini senior, remote work possible as long as you can somewhat align yourself with the PST timezone, we're located in Vancouver. If you identify yourself with the following characteristics, you may be a good fit for us: – destruction experience (vehicles, buildings, fire, smoke, complex RBD constraint setups) – works confidently & independently – can execute a VFX shot in his/her discipline from start to finish – pragmatic & quick problem solver – 5 or more years of professional experience in VFX – can work with rapid deadlines without overengineering setups Email with cover letter and reel please to: info@stormbornvfx.com We usually do high level hero shots, so that's something that absolutely has to be on your reel, otherwise we can't consider you. Have a look at what we've been doing recently: Cheers, Manu
  13. I'm having different results in my simulations using packed rbds connected only to a bullet solver vs when using a POP source to emit the rbd packed object into a popsolver/bulletsolver multisolver. The bulletsolver alone is giving me the expected results... I've seen some tutorials and tips by artists that recommend the multisolver approach, because it allows control of the RBD sim using pop forces and wrangles, and thats why I'm asking this. bullet_solver.mp4 rbd_multisolver.mp4
  14. Shooting a bottle

    Hey houdini people, I am trying to shoot a bottle. My approach was to take the bottle and fracture it use glue to keep it together take a bullet and give it velocity to hit the bottle Bottle breaks correctly I am happy Well, step 4 and 5 are still missing. The bullet does bounce off and then the bottle breaks at the bottom which is kinda weird. Is my approach correct? Any hints what to change/improve? Any pointers to a topic I should look into or a tutorial? Thanks for your input
  15. How to fracture bricks for sim?

    Hey guys long time lurker first time poster. So I have a brick wall created in Houdini and I wanna blow it up. Got my texture projected and everything. The wall consists of several rectangular boxes all made in Houdini. Projection done in Maya. So now I wanna know the best way to fracture the bricks while still getting that interior detail on the "inside" faces of the bricks. Moreover, once fractured, how do I apply texture on the inside pieces? I know we gotta separate the inside and the outside groups first and then apply the material accordingly. However, when I apply the material (with a broken brick texture), on the inside group, it just renders a single flat color (the color dominant in the texture) . UV unwrapping the inside group and then applying a texture also doesn't work (renders out a single flat color). Maybe I'm doing something wrong Idk. So what is the best and most efficient way to fracture bricks and texture the inside groups? Would love it if you'll could share some tips to help me out. Thanks!! EDIT- I tried using Redshift. Thought that would be important to share.
  16. trying to hang a body on a rope

    Hi, I'm trying to hang a body on a rope. For now, I'm doing it using hard constraints. The main shape is fractured by Voronoi fracture and all the pieces are connected with hard constraints. The rope attached to it is just a set of spheres connected with hard constraints. So far, I don't like the results. The rope looks unnatural, way too springy and I don't know how to fix it. My questions are: 1. Can I somehow influence the behavior of hard constraints to eliminate springiness? 2. Maybe I should use a different pipeline altogether?
  17. Help with Grains & RBD's (beginner)

    Hello, My issue I am facing is getting geometry(mushrooms) to interact with grains (soil). I've tried setting the geometry to a RBD hero object and the grains as collision geometry however this is not working. Any solutions would be greatly appreciated thanks:) Mushrooms.hipnc
  18. Hello guys, the scene has an simple moving geometry, with a bunch of spheres scattered in this moving box. and i need to maintain this animation and when these sphere enter in certain area they fall (something like an ativador). I was messing with RBD Packed Object, it seems it has something with this tree integers attribute (active,animated,deforming). Using attribute transfer sop to change those values and the activator region looked good but it didn't work as expected. please any tips to achieve this?? ps: i will attach an .hip setup. activate_by_region_v00.hip
  19. forces on particles with goal

    Hello! I am still very much getting acquainted with Houdini, but every time I need to use it I have a very specific purpose. This one has me stumped for now, but I am sure that someone versed in Houdini dynamics will resolve it very quickly! What I want to do is: fill a volume with spheres, make said spheres bounce off of each other on contact (like snooker balls), but also try and accommodate themselves onto the original shape (created by the volume). I have tried this with grains, but didn´t get too far. I am betting on doing it with particles: This path seems a lot more promising! I can get the ball´s pscale and id attributes, which will be a boon later on, when I need to swap the balls for different emojis (yes, it´s for a TV ad!). What I need to do: duplicate the current particle so I can use it as a "goal shape", with the same ids. This I can do. add an initial offset to the particles from the surface, ideally from the normals of the original geometry (or a smoothed copy). I can somewhat get it by tweaking the iso offset of the vdbtospheres node, but I worry that the IDs will be messed up. Ideally, I would add an offset to them, but not add any velocity. add a small amount of turbulence to the particles. This will eventually be animated to 0. make them collide with each other, based on their sphere geometry. The eventual geometry is basically spheres as well. make them try and reach their goal, and eventually settle down (a slider for this would be great!) Seems very achievable, but I need some light on how to make these connections! After that, I still will need to swap the spheres for 4 different groups of geometries, but I believe that I can glean information from tokeru.com (Emit_packed_prims_into_RBD_sim), and make it happen. Any help with this will be GREATLY appreciated! This is the scene file: C03_008_DVA.hip (if anyone is interested in taking a look at it!) cheers, Diego
  20. Hey fellow magicians, I am struggling to find a way to remove intersections on a bunch of scattered and randomly rotated primitives that are not spheres. I am trying to create a set up where a series of repeated elements are scattered in a volume and pushed away from each other just enough to remove intersections between them. So far I have tried to get this effect working through vellum colliders, popgrains, and rbd as well as trying to fake it through Spheres from VDB compenent. My main issue working with particle sources - it doesn't give me enough control over element distribution. This is why I am trying to find a way to generate the geo first and remove overlaps second. Nothing is working, I feel like this should be a pretty straightforward setup but I am not sure what would be the best approach to it? Any tips would be amazing! remove-intersections.hipnc
  21. Trouble with exploding RBD SIM

    Hi all, I'm still pretty new to Houdini, but I offered to do my friend a favor by attempting to sim a spaceship crash for his short sci film. It was more of an excuse to learn RBDs in Houdini than anything else, but now that I've invested this much time I really want to make it work. Anyhow, I started with Steven Knipping's Applied Houdini Rigids III Vehicle Destruction course and once I finished that, I tried replacing the supplied helicopter model with a spaceship that I modeled in C4D using a Kitbash kit, so I imagine the geometry shouldn't be an issue. It would appear that I'm very close to getting a workable sim because I got it crashing and denting with the original animation that I set up for the ship. However, I've been running into a bit of a snag if I change the crash animation. For whatever reason, if I move the ship at all to match any of the tracked alembic cameras I was sent, either by changing the keyframes of the crash itself, or even by simply attaching the entire animation to another null and moving it in the scene, the ship totally blows up. You can see what I mean in the last 3 previews found in VFTV\render of the attached project folder. Maybe I'm missing something very basic, but as far as I can tell this shouldn't be happening, as my understanding is that the hard constraints I'm using on most of the ship aren't supposed to break unless I tell them to in the art directed cuts section of the frac SOP. Anyway, the first preview in the VFTV\render folder shows that the sim more or less works with the camera matching but without denting, and the second shows the crash with denting but with no camera matching. But, for whatever reason I couldn't get the source tracked cameras working directly in Houdini, so I took them into C4D first, changed the resolution and alembic camera scale, and exported them at .01cm from C4D, and after that they seemed to line up in Houdini once I changed the camera view resolution to match. However, my troubleshooting brain is telling me that I might've messed something up during this process and perhaps the explosion is due to mismatching scene/camera scale issues with the alembic cameras that the tracking artist sent causing the sim to be calculated differently. I'm not even sure if the C4D camera scale option affects the sim in Houdini and/or C4D, but scene scale certainly does, and if the imported camera scale is messing with scene scale, then maybe that's the problem. That said, I don't think that's the reason, because if I leave the original animation alone it seems to sim fine even with the new cameras. And, I believe I'm matching the scale correctly and using the right conversion which is supposed to be .01cm from C4D to Houdini. I've also messed around with exporting different camera scales and scene scales out of C4D and importing the alembics back into Houdini using several different methods, all with the same result. But, I realize it might help me to know more about which software each shot was tracked in, so I'm double checking with the guy at Framestore, who did the tracks, regarding the scene scale conversions. I was thinking Syntheyes might be different from Nuke for example. That said, I would be eternally grateful if anyone was willing to look at the project and let me know what they think the problem could be. My hope is it's something stupid on my part, and not some overly complex issue. Here's a Dropbox link to a reduced version of the project with all the assets VFTV_Smoldering_Wreckage_1_200813_v001.hiplc
  22. Hello guys, I am learning Houdini and I am currently working on my personal project where I want to combine RBD fracture and Flip simulation. I have found this video which represents exactly what I want to recreate - https://youtu.be/8XgSvg1Fylk I want to have an interaction between the fractured pieces with constraints and fluid simulation. I did manage to achieve of similar result with RBD solver but unfortunately, I have found out that RBD solver does not support glue constraints. I did try to use also the bullet solver but that didn't quite work. Could someone help me how to achieve of similar result like in the mentioned video? I would really appreciate any advice. Thank you.
  23. Vellum internal pressure

    Hello guys, I am learning Houdini, so I decided to make a small project to get me going. I throw what will be a transparent bubble against a surface, by I expect it to have internal pressure and try to retain it's shape just like a balloon. Right now I managed to do everything, but the sphere collapses at impact and refuses to maintain the spherical shape. I want to shoot that sphere against the shape and have it bounce without collapsing. So, like it would contain water inside...like a water balloon. I took this for granted cause in Cinema 4D it's a 1 click solution almost. But in Houdini I might be missing something. Houdini file attached in case someone wants to take a look. Thank you! 07_houdini_rbd_vellum_mix.hiplc
  24. Destruction I - RBD Simulation

    CG Forge just released a new course that's perfect for those who are new to RBD simulations! Check it out at cgforge.com
  25. Hi guys, had a quick question regarding FLIP + RBD + CONSTRAINTS. i am trying to build a beach scene using FLIP. what i ultimately want is to have a small fishing boat, tied to the beach by a rope. so the fishing boat itself is affected by the sea waves, but is "constraint" by the rope (so it does not just float away). so far, i manged to get WATER simulated by FLIP + fishing boat as RBD object (volume collision) which is affected by the waves. i am bit lost on the ROPE part. initially thought of setting it up using HARD CONSTRAINT, but so far, can only set that up using BULLET SOLVER with packed primitives. could [WIRE SOLVER] interact with FLIP + RBD and constrain the boat? any idea or suggestion is much appreciated.
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