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Found 94 results

  1. Hey guys! I've made a fairly simple destruction on a procedural building (not textured) in Houdini, I'm going to convert it for Unreal Engine 4 using the game dev tools - I've tested this before and it works fine. What I'm not sure of is the best way to go about the texturing process from here. Presumably I need to set up my UVs in Houdini to start, then I'm not sure if you take the asset into UE4 first or whether you can work with the baked Houdini asset inside Substance Designer/Painter? Of course I might be missing the obvious solution so I'm looking for advice really!
  2. Houdini destruction RnD

    Hello everyone, So I finally finished that one, took me a little big longer that supposed to, but that's to due to the fact that I had to figure out couple of the stuffs. This is rather a prepration of destruction workflow in Houdini before digging deeper in something more serious. Here's the link -
  3. Cant see smoke

    Hey all, So, I have a problem. I have a large scale animation where a sphere (a meteor) is destroying a brigde. I have add to the debris node - billowy smoke, but I cant see anything of the smoke in my viewport. What I make wrong? I hope someone can help me here the file: Brige destruction.hipnc
  4. Can anybody help me with a method of using the rbd material fracture node and run it through the destruction cleanup tool in Houdini 17? I just need to understand how to provide the correct data to the cleanup tool to get it to work properly. I am just looking for the most basic setup because I cannot get it to work in any situation. The goal is to export an optimized destruction sim to unreal. I have done fractures in 16.5 and successfully ran them through the cleanup tool, but with Houdini 17, I am running into problems with it. I am providing a file where I am stuck. H17_DestructionStarter.hip
  5. Hello I just followed tutorial about Bendint Metal using hard constraint. (www.youtube.com/watch?v=38RhntxXcMI) and had some problems with setup hard constraint and need your help TT In my scene, I setup my hard constraint like left screenshot(red lines). and just like the tutorial, write vex codes for make hard constraint where middle of each constraints. This is guide geometry of constraints in dopnet. Left side is the tutorirals constraint one and right is mine. Modeling is different(I create my modeling my own), but I don't think It makes those difference in constraint. I set up Rest length option same with tutorial but what are those additional constraint points ?? I think those points causes difference with the tutorial so I need some helps to get rid of them. How can I get rid off them ? Sorry for my English TT
  6. Breaking constraints

    Hello guys I'm doing some testing on breaking constraints, for now, I was only breaking constraints based on angle, force, torque and using a slider for adjusting values. Do you guys have any techniques to share for breaking constraints, what kind of rules can be used?
  7. 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
  8. 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
  9. 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!
  10. 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.
  11. Any idea how Boolean sop fits with the new rbdmaterialfracture node in Houdini 17?
  12. 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.
  13. 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?...
  14. 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
  15. 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!
  16. 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
  17. 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
  18. 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
  19. "Foreword" - MULMO

    Hi guys, Here is a new MULMO piece of work, fx all done using Houdini, enjoy! ludo
  20. 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.
  21. 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
  22. 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.
  23. 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.
  24. 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