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Found 318 results

  1. Glue RBD on Vellum

    Hey guys, is there way to do this? I have to rip an envelope and it have that wax sealing it. It rips just where the wax is. The wax doesn't break but it have to influence the vellum in some way. Anyway, just a simple test with RBD and Vellum interacting would be awesome. Thx
  2. Hi, At this point I need a new pair of eyes on this one and maybe a new brain. I have a simple test scene with a rbd ball smashing a wall, the wall is holding together with ConeTwist constraint. I then use the good old sop solver to 'removeprim' the constraints when the angle is larger than X. I can see the Angle attribute in the spreadsheet and all, but for whatever reason (I know it's a very simple one), the constraint bend but don't break! If someone as a few minutes to spare and take a look it would be much appreciated. Sorry if I sound sarcastic but I'm getting frustrated by my own stupidity! coneTwist_test.hipnc
  3. Orient / Lookat for Bullet Objects?

    Hi, I'm hoping someone can help me as I've spent too long on trying to work this out by myself now. I'm doing a simulation with balloons and want to have them start in randomised orientation and then slowly resolve their orientation to have the wider bit at the top. This seems to be possible with POP spin for particles, but I can't work out how to do it with bullet. So far, I've tried altering the orientation manually in a wrangle in dops and trying to find a way of getting a vector into dops, such as with normals, to then be able to compare to an up vector and add in angular velocity until they match. Altering the orient attribute in DOPs seemed to do nothing if you target it directly, so perhaps it needs to be worked on the intrinsics?? Nothing I tried seemed to work, so I'd love to know if there's a way of achieving this, so would be grateful for any help. Many thanks! Toby
  4. RBD Objects Overlapping

    Hello every one, I am using an rbdobject node (not packed) to simulate some RBD interactions between various objects. To duplicate the various unpacked objects, I am using the "Number of Objects" parameter, and a $F expression in the creation frame to multiply them, all within the rbdobject node. Then I added some variance in the positions of the copies by using the $OBJID variable. The problem is that I have some overlapping copies... Is there any way to remove the overlapping copies ? I haven't wrapped my head around accessing rbd unpacked objects within DOPs... Thanks
  5. Multiple RBD Objects

    Is it possible to "emit" the same RBD hero object multiple times without having to import the rbdobject node multiple times? And is it possible to do this with offsets in the positions and different activation frames? Thanks
  6. Self moving/motivated RBD objects?

    Hi there, I'm trying to make a load of vegtables roll along the ground (might have to go up inclines, around bends etc), but in a purposeful motivated way, think zombie vegetables. I've been playing with various RBD sims and am getting some ok movement but there's a large variety of odd shaped veg, some skid and some end up stalling. Also working in some slighly strange movements like a cucumber but its moving end over end instead of rolling. So I was thinking of trying to set something up along the lines of one of those balls you get for pets that has a little motor inside it https://www.youtube.com/watch?v=gBGwoxU8yEs But I wasn't sure how to approach it... In my head it would be animating the centre of mass to be lower and in front of the direction I want them to travel. Or is there a simpler way to cheat it? Any pointers would be greatly appreaciated, I'm comfortable in Houdini but dynamics isn't my forte. Cheers Martin
  7. Is there a easy way to set a "speed limit", like we can do on packed, in DOP's? The velocity data is not available at pre- or post solve, and it's not possible to use a wrangle after the RBD solver (or is it?), so what would be a good solution here?
  8. Hello, I am working on an RBD simulation of a hotel collapsing and I have roughly 73,000 pieces in the simulation. I simulated with low resolution pieces and I want to replace them with high resolution pieces but render times are ballooning/render crashes when I swap them. My hi-res pieces are packed and have materials inside. I have the whole set of pieces on a single .bgeo.sc file (5gb) and also each piece individually on disk (See graphic 1). I will refer to them as Set of Pieces and Individual Pieces respectively. I'm fairly new to Houdini so go easy on me, here's the workflow that has gotten me the furthest: - I load the Set of high-res pieces and plug both them and the low-res pieces into a Transform Pieces SOP. (See graphic 2). This allows me to copy the transforms of the low-res onto the hi-res pieces. Up to this part I have no problems. - When I start to render, Mantra takes a long 10-15 minutes generating the scene, using all of my RAM (64gb). If I'm lucky it starts rendering by minute 15, but 90% of the time it just crashes. I'm using Mantra on Houdini 16.5.268 by the way. I know that Mantra needs a copy of the geometry when it renders, so the Set of Pieces is the problem here. I have also tried the Instance SOP, creating an Instancefile attibute on the low-res pieces linking them to the hi-res pieces on disk, but it doesn't seem to be working, I have to be missing something here but I can't find the solution. (See graphic 3) I have almost no knowledge of Mantra, so I have the default settings in the Mantra node. Is there a way of referencing/swapping/instancing the individual hi-res pieces onto Mantra ONLY at render time while also having the transforms of the low-res pieces? Is there another way that I'm missing? Any way of reducing Memory Usage? Am I doing it completely wrong? Thank you in advance!
  9. 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.
  10. Source RBD objects

    How is it possible to source in RBD objects (hero) into DOP over time?
  11. Any idea how Boolean sop fits with the new rbdmaterialfracture node in Houdini 17?
  12. How can I access the ptnum of the points coming in though the second input of of a wrangle? I tried to do it with a point expression but i don't know what to put for the atttibute_name. s@name = point(1,"ptnum", @ptnum); I want to concat the second input's point ptnum with the first input's name attribute after a copy to points sop. the copy and transform sop creates a copynum attribute which works to rename copies. but copytopoints doesn't How can i do this? thanks
  13. 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.
  14. RBD sim from Miyazaki anime

    Hey guys, I found this gif animation was very interesting, so decide to give it a try. Basically set initial vel for each packed pieces and emitter them at origin, it works fine if I set a large initial velocity. But if I trying to low the velocity to achieve the stacking/layering effect shown in the gif, the packed pieces get penetrated and won't stack up. Anyone know how to fix this? Or am I doing it wrong,maybe using grain? Any help please? gold.hipnc
  15. Scale Pile of RBD Objects Over time

    Hello All, I'm looking to create a pile of RBD objects that are emitted and scale over time. I was able to get relatively close by watching a few tutorials and finding a thread on here where a similar question was asked. However I don't have a lot of experience with dynamics and I'm having trouble dialing in the effect. Attached is a my project file. My specific questions are: 1. I'd like the RBD objects to start very small and then ease out to a specific scale. Is this possible with Vex? 2. As they get bigger they get pretty unstable in my file. Which settings are causing them wiggle and explode? Thanks! RBD_Emitter_02.hiplc
  16. Hi Does anyone know good tutorials for learning Explosions? Thx in Regards Balaji J
  17. Hey everyone. I was curious if there was a way to break constraints with an agent layer once they convert to ragdoll. For example, a crowd agent holding a sword, once hit becomes an active ragdoll. The sword is bound to the agent via an agent layer node. In DOPs, I'm trying to access the sword layer to tell it if state=ragdoll, sword's active=1, so that he lets go of his sword and it interacts with the rest of the sim as it falls and takes on any velocity from its original movement. Currently I can't find any attribute for the prop layer once the agent is packed and ready for dops. The only way I can access it is by name once it's unpacked, but this gets super slow and won't work properly in DOPs. Anyone know if what I'm trying to do is even possible? Or if there's a better way to do it? Thanks!
  18. cache out RBDs as separate sims

    hey all! I have a rbd sim made of several rbd packed objects, and now I'd like to cache it out but export each rbd packed object as a single alembic file, ideally I'd like to cache the entire sim for review and secondary simulations (smoke and debris) and then separate the cached version by those packed objects and create different alembics...any idea on how to do that? I'm looking into dop import to mask the packed object I want, but I'm missing the step of caching the entire sim first... cheers!
  19. Hey magicians, I have an RBD sim that when I export as bgeo looks fine, but when I export as alembic it goes crazy, the geo flies everywhere, anyone know what can be causing this? P.S: Also sometimes don't show in Arnold, I tried deleting "name" attribute and works, but not sure what is causing this, maybe because I have lots of dop networks? Thanks!
  20. Here is an RBD of tori falling into a flip fluid, with Scale Time at 1. https://drive.google.com/open?id=1CZRguzia-uBbav6sb6Ln4zxRYnAOJbdf [drive.google.com] Which appears to be working fine. I want to do a slow motion version. So I tried reducing the timescale setting on the dop network. Here is the same sim with simulation timescale set to 0.1: https://drive.google.com/open?id=1WPEO83YnrD_QMa1uj5RRYLwMPoYaHgYR [drive.google.com] It appears to be mostly working. However, you'll notice that some of the tori explode later. And the flip starts to flicker towards the end. Any ideas why it's doing this? How to fix? thanks
  21. 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!
  22. Hi all, Is it possible to constrain packed RBD objects to the static deforming or animated obj? In TP its work by default without any problems, but in houdini I cant find solution. Thanks!
  23. Hi, I have been searching for a solution to this RBD problem for a few days now and can't seem to get this to work fully. I attached a scene file with some descriptions inside to help explain. The basic notion here is to dynamically create spring constraints when some packed rbd cubes get close enough to a collision sphere that is at the origin. I can't seem to get the constraints to work unless they are created/exist on frame one. I create them inside a sopnet in the dopnet and use a sop solver to get them into the constraint network setup. Haven't tried creating constraints like this before so might be totally wrong in this approach. This setup works as long as all constraints are there on frame one, and then in the sop solver I set a high strength if the cube is close enough to the sphere, which semi locks the cube to the contact point on the sphere, which is what I want. However if you change the search radius on the wrangle node in the sopnet so that only the closest cubes to the sphere have constraints on frame one, then only those constraints ever evaluate. Any help sorting this out would be appreciated. I couldn't find anything in other posts to help with this. Most posts I saw were about dynamically deleting constraints and not creating them after the sim is going. Thanks E RBD_CONSTRAINT_TESTING_CLEAN_V2.hip
  24. 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!
  25. RBD build-up effect

    Hi all. I have a task which basically consists of building up a model from pieces lying as a junk pile. Imagine a car split into pieces on the ground, and pieces then starts flying up to their final position, gradually building up the model. But with the pieces interacting. So I have the model, and split it out on a ground plane, next step I imagine a particle setup. But does anyone have a ressource for such setup or any tips? Unfortunately I cannot share the model. Thank you very much in advance! :-)