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Found 120 results

  1. Remesh using scatter points

    Hi, im trying to create a reptile scale tecnique, using points scattered along curves on a mesh where i'd like the scales, and i came across this amazing work by psop creating a chameleon.(https://cghow.com/making-of-jbl-chameleon/) Does anyone know how you can go from the first mesh which is the classic quad meshed character, to a remeshed version based on connecting all the scattered points on the mesh? i've tried everything i can think of... 1.triangulate2d, then restoring positions, but its not good for complex mesh shapes. 2.tetrahedralize, not so hot as cant tell it to only grab points from the surface of the mesh, it goes mad connecting innards of the mesh like a lattice. 3. i then tried "point iso cloud" which is great for laser scan reconstruction, and uses my custom scatter points to make the mesh BUT does not result in a mesh that uses my scatter points as the actual mesh points. 4. is there any mileage going down the vex route, creating a UV, then instead of searching for nearpoints in 3d space (where you could grab near points that arent actually connected on the same part of the surface of the character), and instead search distance on the UV positions of the points? 5.voronoi fracture the mesh using needed scale position points(scatter), then trying "compute dual" on the divide SOP. this feels quite close, i just need the mesh thats constructed by connecting the scatter points making lots of triangles; once ive got a mesh with the points of the connected triangles at the centre of my desired scale positions i can then compute the dual and HURRAH! ive been smashing my head against a wall for days now, id really appreciate some brain power as i think ive burnt all mine out!! cheers J Atomic14
  2. Fracture parts don't fall down

    Hello, When I have fracture a small 3D landscape with a sphere, the fractured parts doesn't fall down. My glue constraints have the strength of 10. So, that is very strange. Thats looks like the Grid is stopped the parts which I have destroyed. Hope you all understand me destruction problem.hipnc
  3. Smoke not appear in render view

    Hey all, when I add debris to a fractured object, and then I click on the debris node and after that on "Billowy Smoke". All works fine I can see the smoke emits from the debris and particles...BUT; When I click at Render View and then on "Render", the Smoke doesn't appear. And that happens sometimes. So from e.g 10 times it happens perhaps 3-6 times, that the smoke doesn't appear in the Render view... is this a bug? or what it can be? Because its very annoying, when I fracture an object and then it happens... When I restart Houdini and try it again it works sometimes and sometimes not... I hope you all understand me
  4. Smoke not appear in render view

    Hey all, when I add debris to a fractured object, and then I click on the debris node and after that on "Billowy Smoke". All works fine I can see the smoke emits from the debris and particles...BUT; When I click at Render View and then on "Render", the Smoke doesn't appear. And that happens sometimes. So from e.g 10 times it happens perhaps 3-6 times, that the smoke doesn't appear in the Render view... is this a bug? or what it can be? Because its very annoying, when I fracture an object and then it happens... When I restart Houdini and try it again it works sometimes and sometimes not... I hope you all understand me
  5. Export Fractured Geometry

    Hey, how can I export fractured objects from houdini to Blender or Maya to texture them. thanks in advance
  6. Export Fractured Geometry

    Hey, how can I export fractured objects from houdini to Blender or Maya to texture them. thanks in advance
  7. Lazy, but I wanted to get a lot of rocks. I fractured a box, this is the exploded view, how do I save the individual rocks as obj?
  8. Cant see smoke from derbis

    Hey, all I have a basic voronoi fracture sim, so then I have add derbis and after that billowy smoke... all works fine I can see the smoke from the debris in the viewport, but I CAN'T see the smoke in my render view? what I make wrong???
  9. Material Fracture Bullet Glass

    Hi, I try to make a car glass bullet hit... I can't figure how to make the connected pieces which stay attached to glass, I tried "soft constraint" of the "Material fracture node, but I can't figure how to break the soft constraint in some distance, pieces always returning back no matter how far they are.. which looks more like a STAR GATE portal opening Sklo_TEST_11.hip
  10. RBD Fracture Geo - Retain UVs

    Hey, so I was curious how some of you may approach this - fracturing some dirty geometry (feels nightmarish so far). Tried cleaning it up procedurally as best I could - filling lots of open holes, and vdbfracture to retain uvs. But starting to suffer some errors that I can't seem to decypher. Only thing atm in my head is do this process per connected piece and distribute fracturing based on area. But major head ache just seems working with non water tight models and fixing them crudely then getting to all these areas of trouble for simulation or fracturing, not sure if there's a better solution other than model it water tight to begin with. Here's just a segment of it. I feel I'm perhaps over complicating it in my head. Well cheers if any help max_rbd_fracturing_scenario.hiplc
  11. I've created a subnet that sets up the UVs for texturing and it works correctly, until I apply a Voronoi fracture node, after that the texture no longer aligns properly. I've attached my scene file. Thanks a lot! ImageBased_Destruction_Cobble_Test_003 .hip
  12. Hello all, I want to replicate the effect of ice breaking on a trampoline but I can't seem to get my head around the workflow for how I would go about it, the reference is here: https://www.youtube.com/watch?v=UxpM2D2i0o4 The trampoline part is easy enough, with a quick Vellum setup I got a decent result. The problem comes with the ice, as I figured, I don't know if it's best to take it through Vellum or an RBD setup. I need it to do a few things based on the reference, obviously the first shatter effect and then smaller breaks afterwords from repeated impacts. I don't believe Vellum can have a setup that consistently breaks down over time over the multiple impacts(unless it's just a very high res grain sim?). The Vellum approach is nice because of the speed of the result and the ease of use. On the other hand RBD is robust and I know there's information out there on breaking pieces into smaller and smaller chunks, but when I attempted to sim using a glass style fracture it would explode with the cached Vellum geometry under it. Any ideas or other threads somebody can point me towards to get my bearings with something like this? To create the ice sheet I would just take a stable frame from the beginning of the sim and fracture ontop of that cleaned piece of geo. Attached is the base file with just the trampoline sim, as my attempts with both the vellum setup and RBD was very cluttered and made the scene file harder to look through. I don't know why I always manage to bury myself in these weird effects but ¯\_(ツ)_/¯ I can't help myself. As always y'all are lifesavers and I can never thank you enough. Cheers. IceTrampoline_help.hipnc
  13. Controlled Multiple Fracture

    Hey, I've been trying to figure out how to control a fracture of copied packed objects but I feel very stuck. Each object should have their own inital frame to start fracturing on and they should be able to overlap for example A from F1-30, B from F10-40. The fracture should also be from top to bottom. Would love so much if anyone could help me in the right direction! Thanks! fractureMultiple_controlled.hiplc
  14. Hey there, I'm doing brick house destruction, I want to simulate with low-resolution pieces and then swap them with high-resolution pieces. But the problem is If I use Voronoi fracture on Hires pieces the fracture will be different than on low res pieces. How Can I fracture my geometry to have the same pieces just with more detail? So the "transformpieces" node will work properly. I'm also attaching scene file. Setup.hipnc
  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. 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.
  17. Hi! I am a student using Houdini for my short film. I have a scene where my character disintegrates. I have a voronoi fracture with an animated and deforming mesh but when the character does larger movements, what seems to be the inside vertices come crashing through the surface outside pieces. Not sure what's happening here. Really sorry for the crappy quality images and all sorts I have to upload this all on my phone as my campus has been having internet issues. Thanks in advance. I would like to upload the hipfile but I can't include my alembic files because of the mentioned internet restriction. If it is necessary I can get the hip onto my phone to send.
  18. Art directing fractures

    Hey magicians, I'm wondering what will be the best way to art direct a fracturing for this shot? I'm thinking about getting Applied Houdini IV wich seems perfect, but meanwhile here are some thoughts: Separate the bridge in 2 parts, one for the foot hits and keyframe manually, and other for the rest shattered with dynamics, might look fake tho Using colliders/forces in certain zones to push the breaks towards the character Manually shatter with curves for the desired parts, add rbd and pray to god to match playing with seed Any thoughts? Thanks!
  19. Glue constraints, help please!

    Hey magicians, I'm getting crazy with rbd. I was requested to break a statue having "hits" like this gifs from independence day. I follow a tutorial from Applied Houdini, made constraints and stuff, but I can't get the parameters to work right, I got some better control results with voronoi fracture, but with booleans I'm having a hard time. I'm new to fracturing, I tried messing with the connect adjacent pieces, as well as glue amount. Anyone can give me some tips or direction to achieve this? Thanks!
  20. Edge Fracturing

    Hello houdini people, Im relatively new to the houdini scene coming from traditional modelling background so go easy on me! I came across a webinar from 2016 with Mike Lyndon in which he talks very briefly about applying a secondary frracture to already fractured pieces around their edges. I've attempted this with what very little skills and understanding i have in the software to this point but just can not seem to figure out how to contrain the secondary fracture to just the outer edges of each piece. I figured an approach would be to bevel the pieces and create a new group for this beveled area and apply the secondary fracture to only this group however i am not getting the desired results. I've attached a file with the approach i took and how far i got Any suggestions on achieving the effect would be much appreciated! Cheers guys and girls! Edge Fracturing.hip
  21. Hi! I need make fracture at sim time based on impact data (without prefracture). The point of impact is not known in advance, and I can't make a prefracture. I can do this during the simulation?
  22. 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
  23. Hi guys, I created a sim with proxy pieces and then tried to transform the high res pieces with the sim data, but for some reason it gets messed up. I set the pivot and transforms with setprimintrinsic. Please see below. It seems to have done different things for different groups I've split them into. After the initial fracture, I've split the pieces into small, medium and large pieces and fractured the large pieces again with added constraints which I intend break later in the sim. You can see the correct size of the figure in the middle, which seem to be the large pieces. Could someone please take a look at my file and tell me how I could fix this? Angel_goes_toheaven_cleaned.hipnc
  24. Hi, all...need to do a shatter effect where the outer 'shell' of a static (for now) character/figure crumbles to reveal a different material/surface beneath. Been doing a lot of testing with a simple torus as it's a fair representation of the tubular topography of most of the figure (arms, legs, torso, etc). I feel I've finally got a good grasp on all the fracturing basics, but for the life of me I can't keep the outer shell fragments from interpenetrating with the underlying shell. I've tried: Increasing the DOP network substeps Increasing the rigid body solver substeps Switching the RBD packed object geo representation from Convex to Concave Altering the collision padding based on what it does to the guide geometry Increasing the number of fragments in connection with all of the above The changes either lead to little difference or in cases where I kick up the substeps and subsequently (I think) the precision, the fragments do the old-style 'exploding off the surface' thing. At this point, I have to wonder...in this situation should I just switch to the RBD solver? I'm okay getting hammered on sim time if I know it's going to work in the end. Oh, and a question about the collision padding...is that designed to pad the fragment intersection with other surfaces, each other, or both? Any help would be great. Really been banging my head against the wall on this one. -- moltenCrazy Shatter Tests - Torus - 02.hiplc
  25. 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.
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