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Found 157 results

  1. hello good day yawll my test is all about a table will get slowly destroy by using sphere as a glue removal constraint help of attribute transfer but its not working my file is here below anyone plse help me out test.hip
  2. hi, I try to learn to dynamically emit packed objects in bullet sim. So far, emission seems to be fine, but the scale of each piece object are wrong. I tried to set RBD packed object > bullet data > geometry representation BOX and convex. Then display geometry and show-guide-geo don't match, too. I have no idea what's required to do dynamic emission properly. I attached example file. If anyone tells what to fix, I appreciate it, thanks. bullet_dynaEMission.hip
  3. RBD And Glue - 17.5

    Still having a lot of trouble understanding the RBD / Constraints system fully. If anyone could help me out with this it'd be great. I've got a sphere set up with some soft constraints and a cube, one is inactive and one is active. I just want to be able to glue the sphere to the animated cube while still respecting the constraints all ready applied to the sphere. Nothing I'm trying seems to work. I've attached a quick scene file, if anyone could point me in the right direction with this it'd be hugely appreciated. RBD-Glue.hip
  4. rbd+grain

    hi there, how can i emit grains when chunks broken in rbd sim. i tried debris, but is there any other/proper way? many thanks
  5. 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
  6. My name is Gabriel Roccisano and I'm a senior FX TD operating out of Adelaide, Australia. I'm available for remote work and have access to a small sim/render farm locally. Please see my LinkedIn and reel on vimeo: https://www.linkedin.com/in/gabriel-roccisano-7090489/ If you would like to get in touch I can be best reached by email at gabriel.roccisano@gmail.com cheers, _gabe
  7. 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
  8. 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
  9. Dynamic Bullet Constraints

    Hello, I'm trying to create a dynamic constraint network, to achieve a kind of sticky wall. The basic concept is working but it is very "wobbly", it seems there is an offset or something else. I tried to scale the constraint primitive to zero and reduce the restlength without success. Is there another way to influence the constraints? debug.hiplc
  10. Bullet constraint

    Hi, I have simple scene in h18, sphere is hitting my column, I want to constraint top and bottom fragments of my column to the smaller boxes to make them static/inactive. Maybe there is a way without making constraints. If someone could help me I would be grateful. Thanks statueCrumble_odforce.hipnc
  11. RBD Impact shelf problem

    Hi, I've tried the impact shelf too to create a particle system in an impacted area. I use a simple sphere with Voronoi fracture. Default 5 Voronoi points work fine with the default Impact tool. But then I increase to 500 Voronoi point impact failed (no point display in the viewport or geo spreadsheet). Seems like more piece does not favor the impact tool. Any workaround method, how to setup proper RBD impact manually? The only different is the scatter count. Working - Five scatters point. Not Working - 500 scatters point. //////////////////////////////////////////////////////////////////////// // Impact_ShelfTool_Work.hip Impact_ShelfTool_NotWorking.hip // //////////////////////////////////////////////////////////////////////// Thanks
  12. Hello folks, I'm working on an RBD simulation that needs constantly spawning packed geometry over time. Simply add $F in the creation frame to create a specific object every frame. The spawning overtime setup has no problem at all. By simply add a connectivity sop and delete sop. But then the problem came while creating a constraint so each piece generated per frame can have their own glue. I've tried to force "overwrite with SOP" to load constraint every frame but no good result and go crazy. Any way to solve this particular situation to generate proper glue constraint to make it works? any tips? Here's the file. Constant_Spawn_COnstraints.hip Thanks a lot!
  13. Hello everyone, I've stumbled upon a problem. What I need to do is simulate thousends (15-30k) individual rice corns. To make it harder, everything should be about real life scale. I've got a setup that emits packed rbd objects, but it gets slow very quickly. What I would like to do is, to set the bullet objects to sleep after they lived for a few frames. The settings for automatic sleeping won't give me the desired result. Adding a Attribute wrangle into the SOP Solver (as I've seen in other setups) disables all rbd objects instead of those that lived more than 5 frames. Any help would be appreciated. I've attached the file where I'm testing this in a crude way. Thank you all! Rice.hiplc
  14. Hi, I am specialized in Houdini FX, Simulations (flip, pyro, RBD Bullet), VEX and Python scripting also a good experience in lighting and compositing. Currently based in Shenzhen, China. you can checkout my vimeo for my work and contact me on LinkedIn. Available for freelance/full-time Houdini FX work and Houdini pipeline development. Thanks, Mahesh MS. vimeo: https://vimeo.com/maxcolor/ LinkedIn: https://www.linkedin.com/in/maxcolor/ email: msmahesh@live.com
  15. Hey guys! I'm struggling a bit with a setup that's probably quite simple but I couldn't get behind it for a couple of days now. My shot requires me to have pieces which a character consists of (Megascan-assets scattered on a character) follow the character's animation. This looks something like this: walkcycle_fox.mp4 Now what I've tried to far was to go about the following with some fancy orientation math in a SOP-Solver in the dopnet to get the euler-W-acceleration to target the goal-orientation, but somehow the pivot offsets made this way harder than expected. My next approach (which I should have rolled with from the beginning) are constraints. So I'll try to have a soft constraint for each piece to a world anchor and target the rotation. But just how exactly does rotation-constraining work with the RBD-tools? I've found very little information on this topic - only for things that are individual objects, but not 800 pieces... I'm happy for any hint towrads a solution. Cheers, Martin
  16. Bullet Collision problem

    Hey all, I'm trying to pack primitives for the bullet solver that include baked ODE data for compound collisions proxies. The red nodes are a method that is currently not working but is ideal for setting up constraints. Attached below is a example file with identical inputs to identical simulations with one key difference. In green I am baking ODE data inside of a for loop and packing each object individually the ODE data is maintained and the simulation works. In red I am copying the name data to the ODE baked primitives, and instead pack each piece using the name attribute OUTSIDE The forloop. In this case the ODE data is lost. There are two nulls on the side where I've broken out a single identical piece to show the ODE data difference for each means of processing the pieces.Does anyone know why the pack using name would remove the ODE data from the piece? WhyTho.hip
  17. Hi, I am using the rbd tools in H17. I'm, confused by the name prefix attribute on the voronoi fracture. If it is not set to "piece" then my glue constraints do not work. I would assume that the prefix attribute could be anything? Certainly the subsequent geometry and constraints points / prims are labelled appropriately. Ultimately I would like to constrain multiple objects with multiple fractures. I can achieve this by offsetting the piece 'index' with each fracture, but this is clumsy. Surely it could be achieved using the primitive name prefix attribute? I have attached a scene file containing a single object with / without name prefix as "piece" and a multiple fracture setup. Any help is gladly received! jhealy_fx_rbdOdforceQuery_v001.hip
  18. Hi, In Bullet simulation, pieces are packed and have attributes : (1) P , (2) orient quaternion, (3) pivot. Somehow, these three attributes compute the final transformation matrix for each piece. My goal is to animate these simulated pieces in reverse (not just playback in reverse, but instead create more "interesting" animation). My question is how are Pivot and P related? Initially, P equals Pivot, then as the simulation goes: Orientation changes (which is logical), and Pivot drifts away from P (i.e. not equal anymore). I checked bullet[T|R|S] are they are all zero or identity. Thanks,
  19. Hi guys, Is there any way to access point attributes in crowd setup to tweak the ragdoll behaviour? popforce seems to break the whole thing and each agent is processed as a single point but somehow still able to run bullet sim in ragdoll state but with limited capability. Thank you C
  20. Hello I'm doing a RBD (bullet) sim with custom concave geo (proxies) that I pack my self using assemble. I use a scatter and copy to points to set up my inital state, run the sim. I use a dopimport, and I would like to fetch the hi rez geo. Tutorials show that if I had the high rez geo scattered the same way I could plug it and it would work straight away. However I would like, with only my points, to retrieve the high rez geo. I thought I would use a foreach and apply primintrinsics or transformpieces or even a copytopoints as seen in some tutorials like here but nothign works, my scales and pivots don't seem to work. To give you an idea of what my network looks like before the dopnet: I cross posted on Sidefx forums but it wasn't published sorry for the crosspost. If you have any info on this I'm very interested.
  21. Hi. I want to make activation and constraint coexist to get this↓ result. I made RnD, but it doesn't work. How should I modify it? Active_RnD.hip
  22. houdini 17 Bullet Bendable Constraints

    Hi guys, I've been trying to make the constraints bend. I've taken a lot of documentation and made a simple setup, but it's not very successful. I don't know where the problem is. Below I will upload my file, please help me to see where the problem is, how to make the right settings. Thank you all. test_bend.hip
  23. 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
  24. Hi, I have a basic DOP setup with animated RBD bullet, glue/soft constraints, and a magnet force with metaball in sop geomtry. I am looking for the right way to have the metaball animated in space, to follow my animated rbd object. I have tried animating the metaball using external sop or in the sop geometry but when simulating only the first position of the metaball is used. Thanks
  25. Dynamic Constraint Help

    Hi All, Wondering if someone could take a quick look. I'm having a hard time trying to get these dynamically created constraints to stick to this animated passive object. is my approach wrong ? What I'm trying to do is Have the sphere hit the wall, then pull away some pieces like its stuck to it. I've seen several approaches to this, but have not seen it done on a passive deforming mesh. Which is what the sphere is setup to be. Rich Lord has a some great examples of sticking constraints on fully dynamic meshes. any direction would be appreciated ! dynamic_constraints_deformingmesh_17.hip
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