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Found 381 results

  1. I have a meshed FLIP sim (cached out, .bgeo files read back in) that I want to use as a "solid" object and have a rigid body rest on top of it (the idea is that something solid "ripples" psychedelically and the objects resting on top of it move as the ripples go underneath--but the original object is still a solid, and the objects don't sink into it). I just can't get it to hold up, however--when the RBD object is initially "dropped" onto the fluid mesh, it bounces and settles as expected, and does okay with simple early movement, but eventually the collisions become less and less precise and the RBD object just sort of sinks in. How can I get the mesh to read as just a run-of-the-mill deforming object? I've tried RBD solver, bullet solver (obviously doesn't work with the shape of the mesh), volume and surface collisions, jacking up collider volume resolution to make sure all the little waves are getting captured, and boosting the substeps, but the result has been pretty consistent (except more substeps = super jittery RBD as it's reading all of the little pre-big-movement mesh ripples). On the attached setup (a simpler version of the project giving me trouble) I even ran the meshed surface through a "clean" just in case any of the lingering velocity attributes were throwing it off, but that didn't help either. I'm wondering if the fact that the topology itself changes so much might be the problem, but if so I'm not sure how to fix that. Thanks for any suggestions! flipmeshtest.mp4 meshtest.hiplc
  2. texturing destruction

    I'd like to know if there is a way (a proper workflow) to add textures to a destruction simulation ? thanks destrcution.hipnc
  3. DOP not keeping the dent done in SopSolver

    Hello, Alberto here! I've been following many tutorials and checking many examples in Houdini Help but after some days I'm getting a bit lost with this. I'm trying to do modifications to points in a geometry using an extra solver, during a Dop RBD simulation. I've tried to reproduce other working examples that I've found over the web but when I do it by myself, is not working. I want the extra solver to keep the denting based on impacts during the simulation. I read and saw examples about "Unpack - Do The Operations - Reassemble" inside the extra SopSolver and that's what I've tried to do in the attached file. I get the dent only in the frame of impact, not keeping at all any of the deformations during the rest of the simulation. I'm not asking for "fixing the file", I'm more into understand what I'm doing wrong and why. Anyway, Fix the file will help Thanks everybody in advance! Metaballdent_extrasolver.hipnc
  4. RBD Glue constraint jitter non-stop

    Hello guys I'm just doing simple RBD sim and basic glue constraint network relationship. As usual, connect adjacent pieces. When the RBD packed object drop to the ground the object spin around like crazy. Even do some parameter tweak still you can see velocity is non-zero after the object reach the ground and keep shaking after hundreds of frame Here's the file RBD_Simple_Jitter.hip Can anyone tell me what may cause this issue? THanks!
  5. Hello Houdinians First i just want to say how precious is all the help and tutorials that all of you guys have provided, this is very generous of you and your talent! Now that i have used flattery... (lol) I have been using houdini for about 18 months, and i still have a steep learning curve ahead to learn VEX coding and expressions, but i am slowly understanding the basic principles... I need to replicate an ancient building technique, and i need to create some variable size rocks falling from an emitter and filling-up a container or structure, piling up to fill the structure. (about 1000 rocks , between 20cm and 40cm, filling a 4m x 4m x4m box ) I found some tutorials relating to instancing or copy/stamp techniques, but some are from older versions of houdini and i have difficulty achieving this . i manage to obtain a popnet liberating particles to which i instanced a sphere (rock) , but cannot get them as RBD to pile-up correctly. I there an easy way using the shelf tools, or information you could help me find to help me build this rather simple simulation ? thank you for any help, and have a great day! Pierre D.
  6. Packed RBD from Pop Sim

    Happy Friday, Trying to wrap my head around constraining or copying packed rbd's to particles that are moving along a surface. Attached is my test scene please help if you have time! Thanks, particleRbdTest_01.hip
  7. Hi everyone, Can't get why the RBD solver doesn't take all the geometry generated with Copy to points. It only take the first object and ignore the others that coming in later. Also collisions don't work either even though it looks like it's setup correctly. Please, help! geo_collisions.hip
  8. 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.
  9. Glue constraint flicker

    Hi, I hope somebody can help me with a glue constraint problem. I have created an animated glue constraint. During the simulation, the constraint keeps flickering on and off between some pieces. Thus far I have tried moving the color transfer and delete from SOPs to DOPs, delete the broken constraints in a sopsolver and change the "overwrite with SOP" in constraintnetwork. Nothing seems to help and I have a feeling it is something really small I have overlooked. I have added a scene file. Thank you in advance. destTest.hiplc
  10. Hello I'm doing a RBD (bullet) sim with custom concave geo (proxies) that I pack my self using assemble. I use a scatter and copy to points to set up my inital state, run the sim. I use a dopimport, and I would like to fetch the hi rez geo. Tutorials show that if I had the high rez geo scattered the same way I could plug it and it would work straight away. However I would like, with only my points, to retrieve the high rez geo. I thought I would use a foreach and apply primintrinsics or transformpieces or even a copytopoints as seen in some tutorials like here but nothign works, my scales and pivots don't seem to work. To give you an idea of what my network looks like before the dopnet: I cross posted on Sidefx forums but it wasn't published sorry for the crosspost. If you have any info on this I'm very interested.
  11. 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
  12. Hi all, I am having some issues with following along with a tutorial in which the person teaching is using Houdini 14, so the Foreach loop and Voronoi are different, I managed to work out Voronoi in Houdini 17 as I have used it before except the Foreach loop nodes in which this case is nod usable due to Houdini 17 new node layout for the Foreach node. Instead I managed to do this in a hackey way and it worked. However I am trying to do this other trick where after applying a voronoi lets say to a cube, I want to be able to delete the outer rocks and keep the center rocks visible, also I managed to delete the outside of the voronoi'd box I am using, managing to delete the flat outer surface of the box and not necessarily the pieces them selves whilst retaining the center pieces. Any help would be well appreciated, I cant figure out how to go past this bit. I can share my save file if anyone would like to see it, and can include pictures, name of the tutorial etc.. Kind Regards Rusty.
  13. 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
  14. houdini 17 Bullet Bendable Constraints

    Hi guys, I've been trying to make the constraints bend. I've taken a lot of documentation and made a simple setup, but it's not very successful. I don't know where the problem is. Below I will upload my file, please help me to see where the problem is, how to make the right settings. Thank you all. test_bend.hip
  15. Hi; In my very simple "RBD" simulation, the RBD solver simulates all of my packed geometries as a single object. How can I fix it? Thanks. RBDPacked.hip
  16. Hi, I want to simulate a zipper puller in a jacket simulation. Want to restrict the rotation to only two axis(up/down and sideways). Currently i get a decent solve using a hinge constraint, but that only gives me one axis of rotation. A pin constraint goes all over the place. I have heard cone twist constraint can fix it, but honestly i am lost implementing that. Can someone tell me a good way to restrict rotation in RBD simulation along only two axis? Thanks!!
  17. 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
  18. 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
  19. 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
  20. Hi, I have a basic DOP setup with animated RBD bullet, glue/soft constraints, and a magnet force with metaball in sop geomtry. I am looking for the right way to have the metaball animated in space, to follow my animated rbd object. I have tried animating the metaball using external sop or in the sop geometry but when simulating only the first position of the metaball is used. Thanks
  21. 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
  22. Hey Everyone! Is it possible to define a region (perhaps with a shape) which pop forces are applied. I have an rbd sim and am looking to have a specific area that is affected by a pop force. Any ideas? Thanks
  23. Dynamic Fire Hose - Vellum

    Hi guys, I'm fairly new to houdini and I got stuck on a sim and hoped you might be able to help. For past two weeks I've been trying to create a dynamic fire hose - something like this. It seemed like a very simle task - vellum cloth hose somehow attached to rbd metal connector - but I just can't seem to get it to work properly. In the scene I'm working on the hose should float for a bit with some turbulence and interact with other rbds floating around and then fall to the ground and hit floor collider+other falling rbds objects. I'm using strut softbody in vellum and it seems to work pretty ok out of the box. The folding on the ground doesn't look that great, but thats probably just a matter of tweaking the settings. I managed to add some turbulence through the windforce node in DOP network. I wanted to figure out how to constrain/attach the end of the hose to the rbd connector. At first I tried using vellum attach to geometry and set the max distance parameter exactly as I needed. That worked great with static geo, but didn't work at all with rbd object. Not sure if vellum is incompatible with rbd, or if I just set it up incorrectly - I used shelf too RBD object and connected it through the dop import to the third input in vellum attach to geo node. When this didn't work out I thought I might be able to get away with merging the hose and connector into one obejct and then paint a mass and stiffness maps, so that the hose is soft, light and will fold on the floor, but the connector will be stiff to the point it will behave like RBD and heavier than the hose, so that it would pull it down. I created primitive stiffness attribute and then painted a map - the hose is black and the connector is white. In the vellum constraints I set both bend and stretch stiffness to scale by attribute and was expecting that the hose stiffness would be multiplied by 0 and thus would pretty much collapse on collision, while the connector would be scaled by 1 and the stiffness would be according to the stiffness value. But when I use scale by attribute the entire object gets completely flattened on collision and there is no difference between the connector's and the hose's stiffness at all. Also I was unable to find a way to adjust mass with attribute, so I'm not sure if this is even viable solution to my problem anyway. How would you approach something like this? TL;DR: What's the best way to create vellum hose and attach one end of it to moving rigid body with mutual interaction? EDIT: I managed to get the stiffness map working on a dummy scene, but still didn't figure out how to adjust mass by attribute/group. Is it even possible? Apologies in advance if it's something really simple and obvious! Thanks for any help!
  24. 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
  25. Hi Guys, Very new to houdini so spare the studpidty, Ive set up multiple rocks in sops using the copy to points node. I wish to then perform a rigid body simulation on these rocks so that they collide with both the ground plane and each other. However, the effect im achieving is the group of rocks falling and interacting with the ground plane as a single large grouped entity. This is despite me setting the bullet collision data as concave and not concave. Thanks in advance all! Procedural Rocks.hip
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