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Found 101 results

  1. 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
  2. Smoke keeps expanding

    Hi there, I'm working on a RBD destruction, but after the collision the smoke continues to expand. It should be a dusty smoke because there are not fire explosions.. I tried many ways, but it keeps expanding in the scene. I basically keyframed the emission of the smoke from the debris and it gives a nice shape to the smoke. What would you suggest? Attached you can find my scene. Thanks in advance! Tower_19_03_maybe_05.hipnc
  3. Pyro smoke issue in RBD destruction

    Hi there, I'm working on a RBD destruction project for my master degree. After I cached the RBD fracture and the debris I went on working on the smoke (using Billowy Smoke). I put in input the debris in order to emit a dusty smoke. The problem is that the trails don't look continuous.. And the smoke doesn't look realistic. Hope someone can explain me where I'm doing wrong, because is pretty urgent and I started using Houdini few weeks ago. Attached you can find my scene. Thanks in advance! Tower_19_02.hipnc
  4. Hey there, I'm working on a project for my master degree and i'm having an issue with glue constraint in my DOP network. It was working well until I deleted all the geometry and imported a new version of it from Maya. The ball should go through the wall and destroy the tower partially (just the active points), but it just bounces off. Could someone please explain me how to solve this issue? It's really urgent. Attached you can find my Houdini scene. Thanks in advance! Tower_16_more_windows.hipnc
  5. Hello Everyone, I have just create a ground breaking interaction effect on Houdini 17. In this tutorial we cover how to use H17 to creat ground breakking interaction with character. We will learn how to isolate inside group to create random debris, smoke and control the displacement on rendering of breaking parts. Please, Feel free to Check in here: https://www.cgcircuit.com/tutorial/ground-breaking-interaction Regards, Nhan Vo
  6. Senior FX Artist - LA

    Looking for a VFX artist experienced in rbd destruction simulation effects with thinking particles/Houdini as well as a Nuke/fusion compositor for projects. Must be local to LA and able to work onsite. Please send resume/reels to camarenamusic@gmail.com
  7. Hi, I am working on an airplane destruction with a skeleton underneath the fuselage. At first this worked quite well. ( SimV15_V5_goodImpact ) But after importing a newer version of the model with wings it completely ruins the simulation. ( SimV15_V7_Glitch ). Once I removed the breaks in the fuselage and skeleton mesh it works as it should again but the skeleton glitches through the fuselage. ( SimV15_V7_WingFixSkeletonBug2 ). So I know why this happens but I don't know how to fix it. I also don't really understand why the skeleton glitches through the fuselage mesh all of a sudden. Can two deformable surfaces work together properly? In attachments, you can find the file ( Simtest_15_V10WingFix_SkeletonIssue ) and the ABC ( B25_V30_Turbo_AllWingsV2 ) Btw I used steven knippings rigids 3 tutorial to get the metal deformation. Thanks in advance SimV15_V5_goodImpact.mp4 SimV15_V7_Glitch.mp4 SimV15_V7_WingFixSkeletonBug2.mp4 Simtest_15_V10WingFix_SkeletonIssue.hipnc B25_V30_Turbo_AllWingsV2.ABC
  8. 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!
  9. 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 -
  10. 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
  11. 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
  12. 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
  13. 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?
  14. 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
  15. 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
  16. 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!
  17. 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.
  18. Any idea how Boolean sop fits with the new rbdmaterialfracture node in Houdini 17?
  19. 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.
  20. 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?...
  21. 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
  22. 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!
  23. 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
  24. 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
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