Jump to content

Search the Community

Showing results for tags 'rbd'.



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 464 results

  1. How to fracture bricks for sim?

    Hey guys long time lurker first time poster. So I have a brick wall created in Houdini and I wanna blow it up. Got my texture projected and everything. The wall consists of several rectangular boxes all made in Houdini. Projection done in Maya. So now I wanna know the best way to fracture the bricks while still getting that interior detail on the "inside" faces of the bricks. Moreover, once fractured, how do I apply texture on the inside pieces? I know we gotta separate the inside and the outside groups first and then apply the material accordingly. However, when I apply the material (with a broken brick texture), on the inside group, it just renders a single flat color (the color dominant in the texture) . UV unwrapping the inside group and then applying a texture also doesn't work (renders out a single flat color). Maybe I'm doing something wrong Idk. So what is the best and most efficient way to fracture bricks and texture the inside groups? Would love it if you'll could share some tips to help me out. Thanks!! EDIT- I tried using Redshift. Thought that would be important to share.
  2. trying to hang a body on a rope

    Hi, I'm trying to hang a body on a rope. For now, I'm doing it using hard constraints. The main shape is fractured by Voronoi fracture and all the pieces are connected with hard constraints. The rope attached to it is just a set of spheres connected with hard constraints. So far, I don't like the results. The rope looks unnatural, way too springy and I don't know how to fix it. My questions are: 1. Can I somehow influence the behavior of hard constraints to eliminate springiness? 2. Maybe I should use a different pipeline altogether?
  3. Help with Grains & RBD's (beginner)

    Hello, My issue I am facing is getting geometry(mushrooms) to interact with grains (soil). I've tried setting the geometry to a RBD hero object and the grains as collision geometry however this is not working. Any solutions would be greatly appreciated thanks:) Mushrooms.hipnc
  4. Hello guys, the scene has an simple moving geometry, with a bunch of spheres scattered in this moving box. and i need to maintain this animation and when these sphere enter in certain area they fall (something like an ativador). I was messing with RBD Packed Object, it seems it has something with this tree integers attribute (active,animated,deforming). Using attribute transfer sop to change those values and the activator region looked good but it didn't work as expected. please any tips to achieve this?? ps: i will attach an .hip setup. activate_by_region_v00.hip
  5. forces on particles with goal

    Hello! I am still very much getting acquainted with Houdini, but every time I need to use it I have a very specific purpose. This one has me stumped for now, but I am sure that someone versed in Houdini dynamics will resolve it very quickly! What I want to do is: fill a volume with spheres, make said spheres bounce off of each other on contact (like snooker balls), but also try and accommodate themselves onto the original shape (created by the volume). I have tried this with grains, but didn´t get too far. I am betting on doing it with particles: This path seems a lot more promising! I can get the ball´s pscale and id attributes, which will be a boon later on, when I need to swap the balls for different emojis (yes, it´s for a TV ad!). What I need to do: duplicate the current particle so I can use it as a "goal shape", with the same ids. This I can do. add an initial offset to the particles from the surface, ideally from the normals of the original geometry (or a smoothed copy). I can somewhat get it by tweaking the iso offset of the vdbtospheres node, but I worry that the IDs will be messed up. Ideally, I would add an offset to them, but not add any velocity. add a small amount of turbulence to the particles. This will eventually be animated to 0. make them collide with each other, based on their sphere geometry. The eventual geometry is basically spheres as well. make them try and reach their goal, and eventually settle down (a slider for this would be great!) Seems very achievable, but I need some light on how to make these connections! After that, I still will need to swap the spheres for 4 different groups of geometries, but I believe that I can glean information from tokeru.com (Emit_packed_prims_into_RBD_sim), and make it happen. Any help with this will be GREATLY appreciated! This is the scene file: C03_008_DVA.hip (if anyone is interested in taking a look at it!) cheers, Diego
  6. Hey fellow magicians, I am struggling to find a way to remove intersections on a bunch of scattered and randomly rotated primitives that are not spheres. I am trying to create a set up where a series of repeated elements are scattered in a volume and pushed away from each other just enough to remove intersections between them. So far I have tried to get this effect working through vellum colliders, popgrains, and rbd as well as trying to fake it through Spheres from VDB compenent. My main issue working with particle sources - it doesn't give me enough control over element distribution. This is why I am trying to find a way to generate the geo first and remove overlaps second. Nothing is working, I feel like this should be a pretty straightforward setup but I am not sure what would be the best approach to it? Any tips would be amazing! remove-intersections.hipnc
  7. Trouble with exploding RBD SIM

    Hi all, I'm still pretty new to Houdini, but I offered to do my friend a favor by attempting to sim a spaceship crash for his short sci film. It was more of an excuse to learn RBDs in Houdini than anything else, but now that I've invested this much time I really want to make it work. Anyhow, I started with Steven Knipping's Applied Houdini Rigids III Vehicle Destruction course and once I finished that, I tried replacing the supplied helicopter model with a spaceship that I modeled in C4D using a Kitbash kit, so I imagine the geometry shouldn't be an issue. It would appear that I'm very close to getting a workable sim because I got it crashing and denting with the original animation that I set up for the ship. However, I've been running into a bit of a snag if I change the crash animation. For whatever reason, if I move the ship at all to match any of the tracked alembic cameras I was sent, either by changing the keyframes of the crash itself, or even by simply attaching the entire animation to another null and moving it in the scene, the ship totally blows up. You can see what I mean in the last 3 previews found in VFTV\render of the attached project folder. Maybe I'm missing something very basic, but as far as I can tell this shouldn't be happening, as my understanding is that the hard constraints I'm using on most of the ship aren't supposed to break unless I tell them to in the art directed cuts section of the frac SOP. Anyway, the first preview in the VFTV\render folder shows that the sim more or less works with the camera matching but without denting, and the second shows the crash with denting but with no camera matching. But, for whatever reason I couldn't get the source tracked cameras working directly in Houdini, so I took them into C4D first, changed the resolution and alembic camera scale, and exported them at .01cm from C4D, and after that they seemed to line up in Houdini once I changed the camera view resolution to match. However, my troubleshooting brain is telling me that I might've messed something up during this process and perhaps the explosion is due to mismatching scene/camera scale issues with the alembic cameras that the tracking artist sent causing the sim to be calculated differently. I'm not even sure if the C4D camera scale option affects the sim in Houdini and/or C4D, but scene scale certainly does, and if the imported camera scale is messing with scene scale, then maybe that's the problem. That said, I don't think that's the reason, because if I leave the original animation alone it seems to sim fine even with the new cameras. And, I believe I'm matching the scale correctly and using the right conversion which is supposed to be .01cm from C4D to Houdini. I've also messed around with exporting different camera scales and scene scales out of C4D and importing the alembics back into Houdini using several different methods, all with the same result. But, I realize it might help me to know more about which software each shot was tracked in, so I'm double checking with the guy at Framestore, who did the tracks, regarding the scene scale conversions. I was thinking Syntheyes might be different from Nuke for example. That said, I would be eternally grateful if anyone was willing to look at the project and let me know what they think the problem could be. My hope is it's something stupid on my part, and not some overly complex issue. Here's a Dropbox link to a reduced version of the project with all the assets VFTV_Smoldering_Wreckage_1_200813_v001.hiplc
  8. Hello guys, I am learning Houdini and I am currently working on my personal project where I want to combine RBD fracture and Flip simulation. I have found this video which represents exactly what I want to recreate - https://youtu.be/8XgSvg1Fylk I want to have an interaction between the fractured pieces with constraints and fluid simulation. I did manage to achieve of similar result with RBD solver but unfortunately, I have found out that RBD solver does not support glue constraints. I did try to use also the bullet solver but that didn't quite work. Could someone help me how to achieve of similar result like in the mentioned video? I would really appreciate any advice. Thank you.
  9. Vellum internal pressure

    Hello guys, I am learning Houdini, so I decided to make a small project to get me going. I throw what will be a transparent bubble against a surface, by I expect it to have internal pressure and try to retain it's shape just like a balloon. Right now I managed to do everything, but the sphere collapses at impact and refuses to maintain the spherical shape. I want to shoot that sphere against the shape and have it bounce without collapsing. So, like it would contain water inside...like a water balloon. I took this for granted cause in Cinema 4D it's a 1 click solution almost. But in Houdini I might be missing something. Houdini file attached in case someone wants to take a look. Thank you! 07_houdini_rbd_vellum_mix.hiplc
  10. Destruction I - RBD Simulation

    CG Forge just released a new course that's perfect for those who are new to RBD simulations! Check it out at cgforge.com
  11. Hi guys, had a quick question regarding FLIP + RBD + CONSTRAINTS. i am trying to build a beach scene using FLIP. what i ultimately want is to have a small fishing boat, tied to the beach by a rope. so the fishing boat itself is affected by the sea waves, but is "constraint" by the rope (so it does not just float away). so far, i manged to get WATER simulated by FLIP + fishing boat as RBD object (volume collision) which is affected by the waves. i am bit lost on the ROPE part. initially thought of setting it up using HARD CONSTRAINT, but so far, can only set that up using BULLET SOLVER with packed primitives. could [WIRE SOLVER] interact with FLIP + RBD and constrain the boat? any idea or suggestion is much appreciated.
  12. DEBRIS SOURCE NODE NOT WORKING

    Hello everyone, I recently tested out a simulation I wanted to create on smaller objects and everything seemed to work fine. It's basically a ship on water that gets struck by a missile. The part of the ship where it will get struck is already fractured (rbd). It works fine. So I would like to simulate debris coming from the points of impact and use those same source points for my massive smoke. The only problem is, there is nothing in the debris source. I have brought the packed geometry out of DOP's, unpacked, stuck a trail node and everything appears to be working until the debris source node. This is very confusing because it worked in my simple SIM setup previously but for the life of me, I can't figure out why there are no debris source points. I would appreciate some help on this, and I've attached my scene file to this. Thank you. shipanddestruction.hipnc
  13. Hi Everyone, I followed this tutorial and everything works well but there are no constraints and it just falls apart. Does anyone know how to get glue constraints to work from houdin to UE4 through the HDA? here is my network. I have tried merge, attribute transfer Thanks in advance for any help
  14. Solaris Physics

    Hi guys, does anyone know how to set up the solaris physics simulation for layout to be able put geometry inside another geometry? I tried to compute again the simulation proxy but it doesn't work. They show in the Solaris that it's possible so I am confused how to do it. Here is a gif image to better describe the situation.
  15. Ground Destruction by Shock-wave

    Any idea how to break ground by a strong force like shock-wave
  16. Vellum Frame

    Hey all, I need help with something I think should be relatively easy but cannot figure it out. I want to drop a picture frame in with strings attached using vellum. I have set up the wires but cannot figure out the correct approach to attach to the frame. I have a attached the beginning of my set up maybe someone can help me out or give me some advice! Thanks! vellum_frame_jl_01.hiplc
  17. Hi! I rbd simulated the object being deformed. This was done in low poly. And I tried to change to high poly, but I used transform pieces, but it doesn't work. What should I do? Help. Thank you.
  18. Hello, fairly new to Houdini here, I am having problems with a simulation. It should be fairly simple. I am simulating a animated object that is coated by a fractured RBD object and fracturing the object by using a SOP solver by Group Create with Bouding Objects and Attribute Wrangle with 'i@active = 1;' This simulates fine, except the Animated Static Object becomes active when a bounding object covers it and is triggered and starts to wobble around inside the half fractured coating. Is it possible to keep this Animated Static object from being activated? Any help would be appreciated.
  19. Hello! Does anyone of you know about good ressources / masterclass / tutorials to get a better knowledge about rbd bullet sims ? I am looking after rigid body interactions with different constraint network, sliders, hinge, etc, not the "destruction/fracture" type. I find the attribute driven constraint network a bit hard to wrap my mind around when going for a bit evolved setups.
  20. Mops and Rbd Car

    Hello guys, i have a problem with MOPS and rbd. I made a basic box, fractured it and i added tired that rotating in transform node. Then I merge them all and add animation to move forward. Then i changeg the active attribute with mops. Everything looks okey until it comes to rbd. In rbd, there is no animation at all, but it takes the active data from mops; how can i merge animation and the sim ? I want the rbd start while it moves. mops_car_test.hip test[1-50].mp4 whathappens.mp4
  21. Hi! I seem to be having a small issue with the 'transform pieces' SOP not working as it should. I have a mixamo animation that I have fractured and I use a 'point deform' to get the animation back onto the fractured geo. I want to use the 'transform pieces' SOP to convert my proxy geo to my hi res geo. Whenever I do that the whole thing freaks out. I have also tried freezing the pivot and copying it back to the 'dop import' points. Using the rest points does not work either. If anyone knows how to solve this problem then please let me know! Thanks in advance!
  22. Hi ! I am making a project of a bridge destruction and i have a problem that i can not get solved I need to get my rbd to inherit a speed and initial rotation, when they enter the active state. I want to achieve something similar to this https://www.tokeru.com/cgwiki/index.php?title=File:Staggered_fracture.hipnc . but in the sop level and not in the dop. Best regards
  23. 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
  24. Smoke inside RBD object

    Hello everyone! I try to create something like glass sphere explosion which contain smoke inside, BUT I can not do it. I created RBD object, simulated explosion, create smoke emitter inside, smoke accumulate inside, but after explosion all smoke disappear in few frames. Do U have any ideas, how to solve it? attached screen before and after (its just an example of scene).
  25. Hey there! I'm quite new in Houdini. I do not really like to ask questions, I rather tend to find answers by myself. But sometimes I hit the wall. This is the case I need your help guys. Im trying to make RBD sim in DOP NET with the simple spheres. My goal is to have variable scale and color of a sphere according to the noise. I manage to get color with POINT VOP in SOP SOLVER with MULTI SOLVER. But I stuck with the scale of a spheres. They inherit pscale from a GEO level. I would like to use pscale in DOP NET and manipulate it with the POINT VOP. Any ideas how to achieve it? I tried to make it with the particles, like in this tutorial https://www.youtube.com/watch?v=qXoSEnh94YQ&t=246s But particles tend to move erratically and not act like proper RBD. Balls on plane.hipnc
×