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Found 87 results

  1. Smoke is "killing" me

    While the subject may have been true in the Bay Area last month, the subject is much more about the vexation of getting smoke right. I had found a little bit of time to go through Steven Knipping's Rigids II video and decided to add some debris and smoke. To source the debris and smoke, I processed the constraint breaks. For the smoke source, I made a tiny pop sim with noise and some velocity filtering. The smoke for the explosion has pretty high velocities, e.g. around 30 units/s. Initially, the smoke was basically just smooth mushrooms. I then introduced a high value disturbance against the velocity field in the low density areas. This broke up the smoke but I never was able to get it right. Here is where I ended after I had decided I had spent too much time; see video below - ignore obnoxious sound track :-) Would anyone here be willing to point me in a direction on how to improve this? I ran a bunch of wedges against lower resolution simulations. The overall smoke container ended up being really large, so sim-ing and rendering low resolution wedges took a few hours of turn around. Hip file attached for anyone who wants to take a look. Thank you, Niels. rigids2_v7.hiplc
  2. Hi, I'm quite new to Houdini so, I'm probably doing something really wrong. When ever I go into my Dop network for my sim everything freezes up and it takes several minutes for any change to update, it's nearly impossible to work with. I've attached my scene File Thanks a lot Josh ImageBased_Destruction_Cobble_Test_002 .hipnc
  3. Hello, i'm new here. I'm a 21 years old student and I have a VFX class every 2 weeks… I have a lot of difficulties with Houdini tho. Our first project is t break a wall with a ball and then put a texture on the wall. I really tried but everytime something didn't works. So I come here for help. I'll let you the project Houdini, a screeshot of the nods and the textures. There"s supposed to have an Arnold light but I don't have Arnold at home so. SimulationV3.hipnc Global nodes: Textures: Constraints: Force: Thanks for your help!
  4. edge fracture

    Hi, Do you guys know how to make this effect? I mean small pieces on the edges of fractured pieces. It is a part of keith kamholz's tutorial and i can't afford it because expensive for me. Thanks.
  5. Any idea how Boolean sop fits with the new rbdmaterialfracture node in Houdini 17?
  6. Hey there, I'm doing some RND on destroying a building with a force. And I'm wondering what's the best way of using constraints. Is glue used with minimal strength just for holding geo together and then using cone/hard constraints? And what about constraints between clusters? I believe the strength between clusters must be low and for the clusters really high, but do I have to use also cone over cluster constraints? Are cluster constraints even necessary if you use cone/hard? I'm just confused and can't decide how to use constraints properly. I would really appreciate if you guys can give me some tips on that.
  7. Hi, I have imported a model, applied voronoi fracture and some weird blue faces started showing up, I have made a short video showing the problem: https://www.youtube.com/edit?o=U&ar=1&video_id=bWiPswILZ0s any idea what these are? is it an issue at the modeling stage? normals?...
  8. Hey guys, im kinda new to houdini working on a personal project... ive tried destructions in houdini but im a bit confused as to how to get through this effect i have a similar scene in working on and i need the pretty same impact on the ground i would really be thankful if u guys helped me a bit with this thank you
  9. Hey magicians, I'm trying to do some shattering with booleans but I get the parts like paper, I played with facet, polycap, polydoctor nodes, as well as boolean shatter operation types with no luck. Only way I found to fill the mesh is going to zbrush and doing some stuff there, I've also tried converting to VDB, but ideally I would like to use the model as it is, since is provided by the client with all the UVs and stuff. Any ideas to solve this? Thanks!
  10. Bullet boolean fracture with deforming geometry

    Hi Guys, I've been trying to create an rdb sim with boolean pieces where a dancing figure shatters and falls apart onto the floor. When pieces are activated I set deforming to zero. However, the pieces keep exploding off. I've made the shattered figure deforming with a "Deform Points" sop. This already seems to reshape the figure in a way that creates some artefacts. Perhaps this creates the intersecting geometry? I'm not sure. This doesn't seem to happen when I shatter with Voronoi. I'm not a fan of those pieces however. If it wasn't a deforming figure I'd probably next try to create some proxies with spheres and transform afterwards, but I don't see how I'd do that here.I tried to simply cut down the collision padding and shrink the pieces a bit, but still they explode. Could anyone give a piece of advice to make this work? Thank you! (Figure and animation have been supplied by the amazing Johnny Farmfield) fallapart_1.hipnc breakDancer_mocap_v03.abc
  11. destroying animated geo

    hello, i am currently doing some r&d for a bigger project in which i have to destroy certain parts of a transforming building. so i started to animate a building-like shape with a growing collider inside, so I could start researching how to fracture and constraint animated geo and destroy just the parts that really get hit by a collider while the rest follows the animation. it worked out quite good, but now i got to the problem that even if the destroyed pieces are laying on the ground, they still sort of follow the overall animation. I tried to put deforming to 0 in a sop solver inside dops after reaching a certain speed but that didnt really help at all.. can some of you give me any advise? thanks in advance! animFracTest.hip
  12. Boolean Fracture Seams

    Is there a way to fully eliminate seams in a model after a boolean shatter? I'm able to get rid of most of the seams with the boolean 'unique points along seams' flag and a Normals SOP, but in both Redshift and Mantra renders it's still clear that the surface has been shatter before a sim is applied. Any way around this? -- mC Boolean Seams - Sphere - 01.hiplc
  13. "Foreword" - MULMO

    Hi guys, Here is a new MULMO piece of work, fx all done using Houdini, enjoy! ludo
  14. fracture trick

    Hi guys, I have seen in some videos that kind of fracture (large, medium and small chunks) but i don't understand how they make it. Can you show me please? Thanks.
  15. hey chaps, been a while since i was on here but i've been keeping myself busy! i'm having a little problem with my setup... i've got a tree (modelled in speedtree) and i've brought it into houdini. I've done a pre transform fracture to get 'splintery' pieces. I've set it up so a ball hits it (its a dragon in my scene but its quite heavy geo so dont want to include it!). now overall it 'works' ...as in the ball fractures the tree on impact. But its just lacking that splintery 'connected bendy' feel... eg if you load the sim and play it you'll see the lower half just kinda crumbles away... It would be nice for that to bend in the direction of the impact as if the tree itself is bendy - right now it feels like crumbling chunks of brick that all break apart - it would be nice to get some kind of bendyness in any branches that stay together? another thing is the pieces seem to lack some sort of 'inherit velocity' from the impact. I've followed a heap of tuts online but i just cant figure anything out - is anyone able to take a look at my scene (attached) and see if anything is possible? ta! ant scene included below - tree alembic also included.... i will shower you in MAOAMS sweetys if you can help me with this scene because i'm really lost tree_destruction.zip
  16. I'm trying to use the FEM solver for a car crash destruction and I need some pointers or tips. The effect is looking great for about 5 frames after the crash, but after about 15 frames the car returns back to it's original shape, which is not what I want. Which leads me to Question #1: How can I keep that crashed shape without simply animating the whole object's Damping Ratio? If I do animate the damping ratio to be an absurdly high value after the crash, the effect works great for the crashed area but the car loses all of its kinetic motion and the car just stops. I've tried to use the SOP Solver to set attributes on the FEM geo but this doesn't seem to be working, so Question #2: Are the FEM and SOP solvers incompatible? It's very possible that I'm not wiring these correctly, but it seems like the SOP solver is not correctly reading the FEM data, after about 8 frames the SOP solver gives me a warning saying that it fetched old data and it doesn't seem to be capable of viewing the entire animation. Also I don't seem to be able to set primitive attributes like soliddampingratio and have it work correctly in the FEM solver. Is this help page out of date with H16.5? Basically what I think I want is for the Damping Ratio or the Shape Stiffness to be drastically raised for the primitives where there is crash damage and I would like the solver to see the crashed shape as the new rest shape so it no longer returns back to its original state. Thanks in advance for any help on this. And to anyone wondering about using other solvers (cloth or wire) I've found that the FEM solver gives me the best crash results because of the volume preservation.
  17. Wood Destruction - Cone Twist

    Hello odforce! So I'm having my first go with the cone twist constraints to simulate wood breaking, I researched around and it seems they are the best way to achieve the "bend before break" effect seen in wood. So I've got a pretty decent setup so far, the planks are connected w/the cone twist constraint, the posts have a regular glue, and there's an overall glue to keep everything together. The only issue is this Y-axis bendiness the planks seem to have as if they're sushi mattes! (The one that falls closest to camera is the most obvious) I've tried adjusting Max Up, Out and Twist, but can't seem to find a balance between the planks not responding to the force of the ball, or bending all over. I'd appreciate any tips to help keep the planks stiff while still bending from the force, or just in general to help improve this sim! Thanks in advance for reading.
  18. pyro destruction

    it's a personal project from my showreel (it's just one piece of it ) and for this shoot i want to find a way to make a destruction based explosion and this is the result https://vimeo.com/273190870
  19. Dear odforce, I want to show you this short teaser, which without the treasure of knowledge and tips found within these forums, I would not have been able to create. Please take the minute that it lasts () to watch it, and turn your volume up! A little bit about the project: a former boss at a studio in which I worked needed a quick, raw and eye-catching portfolio teaser that would be independent from client-work. A project that would be created entirely by ourselves, and that would serve as a portfolio-item in the end. I had mentioned to him the idea of having something caught in the moment of shattering, as a photograph, and he found some images that kicked our motivation off. He told me to take this project under my wing, and leave everything up to me.. so my expectations were very high. Based off of the photography, all fracturing-methods felt very CG, and despite how complex my fracturing-setup was, I always ended up seeing these eye-sores which were the typical convex voronoi pieces. Then comes H16 with its new boolean method. The possibility of using custom cutters as surfaces to pre-fracture an object, and simming it with perfectly stable results, changed the game. I started seeing how much customizing I could add to the overall fracture, via VOPS, VEX and everything that makes Houdini what it is (you know what I mean). The rnd of a whole year went to the trash and I put all my hopes into this new method, and after ~220 logged hours, I am really proud to present this fully CG short. You can find some more details to the process in the Vimeo description, and please feel free to ask anything I haven't mentioned. I completely forgot to share this project here, so having just recently updated the video (minor details + new audio) I am doing it now. I truly hope you like it! Chris 08052017_bustshatter-wip01.mp4 12052017_bustshatter.v2-wip01.mp4 14052017_bustshatter-wip01.mp4 14052017_bustshatter-wip02.mp4 15052017_bustshatter-wip01.mp4 18052017_bustshatter.v5-wip02.mp4
  20. Destruction

    Hey, This is a personnal project I did this year with Axel Blin. I did all the Fx, rendering and compositing. Axel made the Animation.
  21. Bending/Folding geo before breaking

    Hey guys. Would love some opinions. I want to destruct a tube-like object. Rather than blowing it to smithereens like everyone else does on the internets, I'd prefer to have the geo bend/cave in on itself before breaking apart. I was thinking of dividing the tube into 6-8 sections, making an 'outer' constraint between those sections and then fracturing each section and making in 'inner' constraint network. The outer constraint network break apart/aim towards each-other/central point and as they're small pieces, it would assume some kinda bending look. Eventually, I'd activate the 'inner' constraint network which would break apart. Are there any examples of such a thing? Has anyone done something like this? Any tips? Thoughts etc. etc. would be welcome!
  22. Glue Constraint Gravity

    I have been spending some time creating and destroying a building in Houdini but am currently hung up on a constraints problem. In my hip file I have my procedural building, I fracture it, and send the pieces to be constrained together. I haven't meticulously created the constraints yet, I just wanted to get everything in and working first. When I run the rbd sim a ball crashes through the building and blows the middle part of the building away but the top part of the building just sits there floating in the air. Not exactly sure what I'm doing wrong here, if anyone can point me in the right direction I would greatly appreciate it! The hip file has a top level control node to cache everything for you to quickly test skyscraper_destruction.hipnc
  23. Test destruction

    My work for January - February 2018. These are tests on destruction of 16 Houdini. I ask for your opinion on quality
  24. Hey guys Well am very much new to houdini and working on some mini destruction scene, The problem is i have turned both window and lamp to rbd packed objects so that it collides with the car. But the lamps are falling way too before when the car actually hits them, Kindly let me know the solution. here is my file - car project.hip
  25. Hello ! I tried to make fracture for game engine but I stumble into several problems : Most of the time the object I need to fracture is lowpoly, when I try to make them hollow I encounter several problem. Usuing booleans with sphere I get ugly topology (ngons, floating triangles) is there a way to polyreduce it without breaking outer shell and existing UVs ? Anyone tried to shatter using booleans like the video ? Thanks
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