Jump to content

Search the Community

Showing results for tags 'fracture'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 147 results

  1. Hi All, sorry for the heading, Its a hard one to describe lol. I have a booleanfracture piece and want to process only the middle points , then with that create geo that knows the distance to top and bottom of its local position (as the slice fracture is not a flat plane, hopefully a picture helps). Im not sure the best approach, I would start with nearpoints in some way ,finding the top points and test down for a middle storing the lowest for distance checks?? lol, well its a tricky one
  2. hi all, This is a bread and butter problem, solved in many different ways....remove (cull) the outside piece primitives after a "Boolean Fracture". Ive been looking for a simple and fast VEX solution (not... for-each loop nodes) I found one that seems in the right direction as I love its simplicity. (was trying this in detail mode) If anyone has other or a more elegant VEX solution I would love to explore it, cheers int insides [] = expandprimgroup(0, "inside"); int outsides[] = expandprimgroup(0, "outside"); foreach(int inside; insides) { int success; string insideName = primattrib(0, "name", inside, success); foreach(int outside; outsides) { string outsideName = primattrib(0, "name", outside, success); if(insideName == outsideName) { setprimgroup(0, "inside", inside, 0, "set"); setprimgroup(0, "outside", inside, 1, "set"); setprimattrib(0,"Cd",outside,set(1,0,0),"set"); //small test using the colour break; } } } as usual any help appreciated.
  3. Hi all, I'm looking for a solution for an RBD Problem. I'm trying to generate cracks on Object with the shortestpath SOP, which than wil be used to animate the growth of the crack and also will be used to cut out the crack deformation on the surface. In the next step I'm trying to create a first fracture along this cracks. If I use the data I get from the shortest path, my Fracture doesn't work because the Geometry is not Fractured completly trough. If I modify my shortestpath to generate my cutting planes, my pieces don't align with the "modeled" cracks at all. I'm sitting on this problem for more than 2 weeks now made no progress and I'm out of ideas. attached is my setup and a file which shows the idea worj´king but on a Flat wall not a round 3D Object. I already check this Form for solutions but I only could find topics where people asked a similar question but got no answer or topics which are old and outdated. I'm trying to create something simular to the Topic below. If someone could find time to help me it would be very much appriciated. cheers Cracks_with_Fracture_help_02.hipnc dm_wallCrack.hip
  4. I have 2 pralines that collide and break to pieces. They are prefractured with Voronoi fracture, then put into an RBD Sim. I'm exporting them as an alembic and rendering them in C4D. They are polyreduced with displacement at rendertime and this is where I'm running into an issue. The displacement is revealing the edges of all the prefractured pieces before they break and also in the chunks that never actually break apart because of the constraints. I tried merging all overlapping points both with fuse and clean after caching the rbd sim and removing manifold polys with the polydoctor node, but that won't remove most of them, probably because some pieces have already moved a tiny bit apart before the collision. The issue seems to be the manifold polys though, because when I go in and delete them by hand in C4D the gaps between pieces are not visible anymore. Is there some way of merging all pieces that havent breaked apart yet and clean up the geometry of the cached geo at every frame , so I can apply a proper displacement map?
  5. I have 2 pralines that collide and breake to pieces. They are prefractured with Voronoi frature then put into an RBD Sim. I'm exporting them as an alembic and rendering them in C4D. They are polyreduced with Displacement at rendertime and this is where I'm running into an issue. The displacement is revealing the edges of all the prefractured pieces before they break and also in the chunks that never actually break apart because of the constraints. I tried merging all overlapping points both with fuse and clean after caching the rbd sim and removing manifold polys with the polydoctor node, but that won't remove most of them, probably because the pieces have already moved a tiny bit apart. The issue seems to be the manifold polys though, because when I go in and delete them by hand in C4D the gaps between pieces are not visible anymore. Is there some way of merging all pieces that havent breaked apart yet and clean up the geometry at every frame of the cached geo, so I can apply a proper displacement map?
  6. Hi everyone, I have a simple fracture simulation that I would like to use as collision geo in a vellum sim. However as vellum is particle based, and the collision geo is very low poly, I need to somehow increase the geo subdivisions for the fracture sim geo. I've looked at using the subdivide node, but this doesn't seem to work. I'm hoping this is a simple one and I'm just not aware of the right node to drop in! Thanks in advance! Glass.hiplc
  7. Adding objects in RBD Cluster

    Hello everyone, so I am doing multiple RBD fractures with the MaterialFracture SOP in H17.5, and I am encountering an issue when putting together different objects: some that have the cluster attribute that has been created by the SOP, and others that havent. Essentially, in the simulation I have multiple objects that are seen by the DOPNET as one single because they dont have any cluster - so they are all grouped in the same. Is there any way I can add an individual cluster value to each, so they act each one separately? Thank you very much! Razr
  8. Controlling fracture pieces

    So, I am very new to Houdini, by that I mean a few days new. I came from a blender background. I had a very specific effect/set of effects that i wanted to achieve when deciding to learn Houdini (Seen in the video). Despite only having been using Houdini I have developed a effect that is good, but not for all instances. I have created a very similar ground fracture using the following node system: This works for ground simulations, but it is not satisfactory for the fracture simulations found on the statues. Essentially I just want to be able to affect the fracture pieces encompassed in a bounding object, but keep all the other pieces in place (see 0:06 in the video). Quick capture of my current simulation below. https://gyazo.com/e96f7a80027bc63dd3c6832c19b0e14f
  9. For some reason, I am having a difficult time constraining RBD objects to animated geo. I have done this in the past inside dops, but I am trying to do it in the new RBD workflow. I am fracturing a box and then successfully creating constraints to static ground geometry. I am then replacing the static ground geometry after creating the constraints with the animated one, and using the rbdconfigure to make the animated ground non-active, animated, and deforming while keeping the fractured box with the default settings. My animated ground is moving as expected in the sim, but it doesn't look like the constraints are moving the box with the ground's animation. Is there something I am missing? I have attached a simple scene explaining what I am referring to. Thanks in advance for the help. rbdHelp_v001.hiplcrbdHelp_v001.hiplc
  10. Problem with UVs after fracture

    Hi guys, I have a problem with my workflow Maya -> Houdini ->maya. Let's suppose I've modeled an asset in Maya and then I want to fracture it; I usually import it as an alembic, do my fracture, create UVs for the inside faces, etc... and then ROP it out as another alembic, keeping my original UVs and hierarchy intact. Super simple setup example Now, the problem is that the original UVs, have the new seams for the fracture, but some points are fused together. This creates some manifold error in Maya and means extra steps to fix it; also, inspecting the UV connectivity in Houdini, all the outside parts appear to be under the same island. There is a way in Houdini to split the UV island into the individual fractured parts, even if the shells when points are overlapping? What I get What I expect (created adding a cutPlaneOffset under the voronoi node, but is something that I don't want to do) Walkaround that I've found: ROP out an OBJ doesn't have this issue, but the OBJ can't store a hierarchy like an alembic Add a unique path attributes to each fractured piece, but then I need to re-combine the object in Maya and re-adjust the hierarchy (and Maya don't behave well with tons of shapeNodes). If I cycle over each fractured piece and shrink the outside UV shell, then the points don't overlap anymore and I end up with the right divisions, but I don't want to touch my original UVs Hope it makes sense, I attach some screenshot and a hip file. Thanks, D fractureTest_v001.hipnc
  11. Hi Everybody! I have been following this amazing tutorial done by Vladislav Lavrenov. Everything works just fine but I'm trying to do some personal variants to this. I was trying to make the whole simulation collide with an object, in particular with a wall. I achieved in doing so but for some reason any geometry that gets put inside my popnet as a static obj gets taken by it as a new source of particle emission. Each point of the static obj is emitting particles or a piece of geometry of my voronoid fracture. I can't undestand how to via vex how to ignore the static obj geometry. Here in attachment are some screenshots of what happens... as you can see on the wall points there are particles that shouldn't be there. I guess everything is happening in my copy node and the voronoid geo gets copied in every point of the scene... but why, and how can I fix it? I'm really stuck and need somebody with more experience to help please. Here is also a copy of the project. Thanks in advance for the help!!!! Simone newexplosion_collision.hip
  12. Hi guys it's been a while since I was on here due to work but I'm digging into Houdini again. I have a simple scene.. a ball.. I scattered some points on it.. then used those points in the new rbd material fracture tool. It seems to work.. the points fracture the ball.. giving me smaller pieces in the impact area.. and the rest is bigger chunks. However I can't for life of me get those bigger pieces to remain static! Is there any sensible way to do this? So far all the pieces fly away. Ideally I want to use this tool because I like the interior detail and edge random features it has. Can anyone help here ? It's probably really simple but I have been trying all day. I'm not great with wrangles either :/ Ta Anthony
  13. Hey all, it's first post here and new to Houdini so I appologise if this isnt the easiest to follow. I have been trying to create a robust system for controlling vornoi fracture points, their glue strength and a way of manually breaking constraints between points. Ive been following some tutorials piecing together relevant bits from each to try and achieve this. My current issue Im facing is that once I play the simulation and the constraints start breaking they start flickering back on and glueing parts of the object which have already been broken. From my undertanding I think the manual breaking of constraints which is conflicting with the remove_broken SOP solver within DOPs, but I can't figure out how to get them both to work together. Any help would be greatly appreciated as I've hit a brick wall with this. Ive provided my scene file - I hope it's all easy to undertand. Thanks. Fracture_v001_notworking.hiplc
  14. So I am currently working on an earth destruction sequenz were I have 2 layers on top of the earth base which I fractured and is going to collide with an object. I am a little uncertain on how I should go about getting the other two layer to follow the rbd SIM without having to sim everything 3 times. Just a hint or an idea into the right direction would be enough for me. Cheers, Pascal X
  15. Really having trouble with this / understanding the new workflow. If I have a fractured sphere and a static box what is the correct way to create glue constraints between each object and have them work with the new sop level solver? Seems like I am only able to create constraints that work by breaking objects. What if I just want to glue two shapes together? Any help will be hugely appreciated.
  16. I tried to fix it by creating a constraint property but this collapses so easily. I kept looking for a way to neatly create constraint attributes and I thought it was the way to do this but I was very dissappointed because I couldn't do it... Please tell me why this simulation collapses even though I added it. I would be very happy if you let me know it. houdini_wood.hipnc
  17. Hi, I search a lot of tutorials and topics but i didn't find any satisfactory answer. I think it's something very simple but I don't understand that it fails. I am trying to create a fractured mesh with "voronoi" or with "rbd material fracture" and then I want to add a limit to the thickness. Many of the examples or questions logically end up saying that best options is extrude but in my case it is a fairly complex mesh and destroy it, then it's not a valid option. Then something as simple as create a fracture and then making the inner boolean and it does not work, only very very small pieces are separated (I have tried it both in explodeview and in rbd and it does the same). Here a file with a very simple example of sphere, sorry for english and thanks in advance. boolean_in.hipnc
  18. I want to replicate effect from this post https://www.instagram.com/p/B21fsianHMu/?utm_source=ig_web_button_share_sheet So, my idea is to break vellum by Weld Points and it's working as expected. But I can't find the way how to fracture sphere by equal vertical stripes. I made two spheres, one is original and second is nurbs and try to use Edge fracture, but it fractures not in equal peaces linefracture.hiplc
  19. Hi there, I want share with you some of my tools/HDA I created in the time. Some is free and some not. For more of it you can I write also the documentation and create some tutorial. I'm also on orbolt and I think to publish some new tools soon... for now that and thanks for visit... mm Split RGB v.01 - tool for Houdini (Free/donation) https://gum.co/QUaFG Description: This tool was created for my patreon channel and from the question of my student in Italian school. Assign RGB Color with based on the range from 0 to 1. You can split the simulation like RBD or Particles, but also the elements (created with the copy sops for e.g.) and assign or extrapolate it with the color RGB. Video ______________________________________________________________________________________ mm Plexus FX v.01 - tool for Houdini (free and pay) Description: You can create a Plexus effects inside Houdini. This tool is available in 3 version: lite (free-ware), complete and open HDA (you can edit it). LITE: https://gum.co/LKnCA The restrictions for Lite Version are Scatter Points limit to 50 Not available Load points options. Not available Extra points Shapes tab. Not available noise on line options. Not available triangles by Geometry options. Not available splitted BGEO cache options. Not available all ABC (Alembic) export options. If you use in Commercial Works quote my name and the name of tools (I appreciate a lot). Complete: https://gum.co/iYGZS Open HDA: https://gum.co/ANObdk ______________________________________________________________________________________ mm Volume Fracture V 01.0 for Houdini 16 and up (free and pay) You can create the Voronoi Fracture and drive it with the Volume (vdb), apply the noise (if you want) on it and control the position of it in the space XYZ (if you want). Also you can: Apply more details on cut edge like a noise/distortion. Create a new smaller pieces inside your pieces based on the percentage of your original Voronoi Fracture. LITE: https://gum.co/lVIBm Complete: https://gum.co/OsGZn ______________________________________________________________________________________ Digital Asset "mm_Fast_ScatterFX" Houdini and Cinema 4D Very easy tools for create a fast and smart scatterFX, I think this digital asset for Cinema 4D users... The price is very symbolic for help me and continued to develop more tools also for Cinema 4D, Houdini and so on... https://gum.co/yvySD video:
  20. Good day! One problem is that smooth wire shaded does not see as wireframe. I use the Houdini FX 17. how to enable to see smooth wire shaded? See here that I uploaded the GIF video.
  21. How to fracture a softbody ?

    I have a cake falling on a floor. i made the cake softbody and activated fraturing. But, i am not able to get what i want. I played with values of volume stiffness and Fracture thresshold. but, not able to get what i want. When i decrease the threshold, the mesh scrambles. Any help is appreciated. I have attached the project file. redshiftcake_si.hip
  22. CrusherSOP is a Houdini HDA designed to speed up process of artistic fracturing geometry. It makes the process quick and efficient. Based on drawing curves in viewport to cut the object. Tested and improved over the course of producing promo video. Available with example HIP Scene where promo video was created. Every step is described and explained. Includes library of HDA tools that speeds up daily RBD tasks. You can use CrusherSOP HDA and HIP Scene to build your RBD demoreel or enchance your existing workflows. www.crushersop.com
  23. 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
  24. 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
  25. Flip Fracture RBD

    Hey guys, im doing a similar effect to the video in question. Not as violent as this, ive done a lot of flip sims but never something where the flip sim pushes an rbd object. The effect im after is like liquid chocolate pushing out from under chocolate that cracks. Any help would be appreciated D
×