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 542 results

  1. I have some fracturing happening in a sop solver inside a dopnet on a simple booled piece of geo. I have the fractures working on the geo over time and all is good. The problem I'm getting right now is the bool is failing. It works as expected if I add a fracture to the geo before the dopnet, but I want the fracture to only happen in the sop solver using the conditions in there. Is it something with groups on the assemble node? or the boolean itself?
  2. Hello, i have a question about RBD ragdoll simulation. I have two simple agents that consists of three cylinders each. Is it possible to connect sepparate ragdoll collision shapes with additional constraint? Let's say with a fixed line that would bind them together? Thanks in advance!
  3. Dop import not working

    Helllo, I am new to houdini and trying to experiment with rbd but I fail to use the dop import node properly. I am trying to fetch the geometry of the dopnet inside an sopsolver. What am I doing wrong ? Thanks in advance.
  4. about delete constraint

    l have a metaball and glue constraint , l am sure l can delete constraint by use metaball in sop!!! but when l do it in rbdbulletsolver , use the same way , it is not work, l do not know why , please help me
  5. 2d rbd collision

    HI.i want to reach this effect like this first gif shows. i have get this like second gif shows. i attach my sence file.hope you guys could give me some suggestion. thanks in advace. 2dBBD.hip b
  6. Hi, I have a fractured simulated object that is colliding with other object and I want to make some of the pieces to stick to the collider for rest of the simulation. I am not sure if I should do it with constraints or if there is any other way. I found this example video which is pretty much what I am looking for - Sticky RBD sim. I will be really grateful for any advice or example file. Thank you.
  7. RBD Material Fracture

    Hi, I have been using the RBD material fracture node just to create a simple glass shatter effect in Houdini (v18.5.462). Whenever I reopen the file I am getting "Load warnings and There are either Synchronizing child node" or "Skipping unrecognized parameter" node error". Nothing has changed between when I have created the file and reopened it. Not sure why is it happening. Does anyone has any clue about this? " Warning: Problem while synchronizing child node: Warning: Problem while synchronizing child node: Warning: Skipping unrecognized parameter "searchradius". Skipping unrecognized parameter "usetags". [/obj/Fracture/rbdmaterialfracture1/CONCRETE_FRACTURE0/primary] Warning: Skipping unrecognized parameter "vexsnippet". Skipping unrecognized parameter "vex_strict". Skipping unrecognized parameter "vex_exportlist". [/obj/Fracture/rbdmaterialfracture1/CONCRETE_FRACTURE0/volumenoise] Warning: Skipping unrecognized parameter "vexsnippet". Skipping unrecognized parameter "vex_exportlist". Skipping unrecognized parameter "vex_strict". [/obj/Fracture/rbdmaterialfracture1/CONCRETE_FRACTURE0/noisedscatter1/volumevop2] Warning: Skipping unrecognized parameter "depthmethod". [/obj/Fracture/rbdmaterialfracture1/CONCRETE_FRACTURE0/rbdinteriordetail] Warning: Skipping unrecognized parameter "external". [/obj/Fracture/rbdmaterialfracture1/CONCRETE_FRACTURE0/chipping/rbdrewireconstraints1] Problem while synchronizing child node: Warning: Problem while synchronizing child node: Warning: Skipping unrecognized parameter "searchradius". Skipping unrecognized parameter "usetags". [/obj/Fracture/rbdmaterialfracture2/CONCRETE_FRACTURE0/primary] Warning: Skipping unrecognized parameter "vexsnippet". Skipping unrecognized parameter "vex_strict". Skipping unrecognized parameter "vex_exportlist". [/obj/Fracture/rbdmaterialfracture2/CONCRETE_FRACTURE0/volumenoise] Warning: Skipping unrecognized parameter "vexsnippet". Skipping unrecognized parameter "vex_exportlist". Skipping unrecognized parameter "vex_strict". [/obj/Fracture/rbdmaterialfracture2/CONCRETE_FRACTURE0/noisedscatter1/volumevop2] Warning: Skipping unrecognized parameter "depthmethod". [/obj/Fracture/rbdmaterialfracture2/CONCRETE_FRACTURE0/rbdinteriordetail] Warning: Skipping unrecognized parameter "external". [/obj/Fracture/rbdmaterialfracture2/CONCRETE_FRACTURE0/chipping/rbdrewireconstraints1] Problem while synchronizing child node: Warning: Problem while synchronizing child node: Warning: Skipping unrecognized parameter "searchradius". Skipping unrecognized parameter "usetags". [/obj/Fracture_wood/rbdmaterialfracture2/CONCRETE_FRACTURE0/primary] Warning: Skipping unrecognized parameter "vexsnippet". Skipping unrecognized parameter "vex_strict". Skipping unrecognized parameter "vex_exportlist". [/obj/Fracture_wood/rbdmaterialfracture2/CONCRETE_FRACTURE0/volumenoise] Warning: Skipping unrecognized parameter "vexsnippet". Skipping unrecognized parameter "vex_exportlist". Skipping unrecognized parameter "vex_strict". [/obj/Fracture_wood/rbdmaterialfracture2/CONCRETE_FRACTURE0/noisedscatter1/volumevop2] Warning: Skipping unrecognized parameter "depthmethod". [/obj/Fracture_wood/rbdmaterialfracture2/CONCRETE_FRACTURE0/rbdinteriordetail] Warning: Skipping unrecognized parameter "external". [/obj/Fracture_wood/rbdmaterialfracture2/CONCRETE_FRACTURE0/chipping/rbdrewireconstraints1] "
  8. Why Bullet sucks at Car rig?

    Why difficult to the constraint when using Bullet Solver. I tested in C4D's Bullet Solver. it was superfast to rig dynamic car. The result was Impressive. In Houdini, Standart RBD Solver was easy to constraint. In my mind, I want to Crash many cars in my scene only use a bullet solver. Any Pro guys, Can you do in Houdini? Thank you. Here is how I ***** up the scene. Car_Crash_v001.hip
  9. wires to follow rotation of RBD pin

    Hello! Does anyone have any pointers on how to get my Wire solver object that is pinned to my RBD object to follow the rotation of the RBD object. I have attached the scene file for reference. I'm really stuck on this one. constraints_simple2.hip
  10. Hello, I need a way to fracture GEO recursively/dynamically using the RBD material facture (No clipping, or cut); (I have built and seen methods for splitting boxes using a loop inside an SOP solver inside a DOP, but have not seen a version using RBD material fracture or the new RBD bullet solver sop) Here I have a basic setup with gravity and rocks crumbling, I've added an attribute transfer to visualize a green zone in the middle. The goal is to say, at frame 120 (Or any random frames) for anything that's green or inside a threshold to split into new parts dynamically while retaining the settings of rbd material fracture if possible. Rocks in green 'split into new rbd material fractures,' rocks without color remain RBD but do not split. Ideally with the RBD bullet sop solver, no DOP network approach. procedural_fracture.hipnc
  11. Hi everyone. I'm struggling to understand constraint networks. Trying to glue constrain some RBDs to an animated mesh imported from Maya (via alembic). I made a test file, and seem to have kinda, almost managed to set it up - but not quite. The constraints are there, they show up in red, but have no effect. They seem to be recreated with every frame as the animated vertices move. I would be grateful if anyone could look at my file, or point me to a working example that was made with simplicity in mind. So far, the closest thing i found was Chris Rydalch's Duplo Bear Breakdown: Constraining RBDs to Animation on Vimeo. Thanks in advance. constrain_RBD_to_deforming_mesh_v01.hip Animated_Mesh.abc
  12. Smoke on heavy Alembic

    Hello! So I have an alembic file (5 gb) with an RBD simulation of a wall falling down, and I want to apply some smoke to it. The thing is that the geometry is too heavy and I have to reduce de polygons in order to simulate. I tried with poly-reduce and despite reducing the geometry it applies it per frame so I have to wait 30 secs for a frame to load. I also tried with point deform but I couldn´t manage either. I suppose my question is how would you prepare a heavy alembic geometry with pieces for a pyro sim? Cheers. T.
  13. pop rbd scale over time

    I have a DOP Network with multi solver, which spawn rbd sphere with pop solver. How do I make the size of the sphere small at the source, then become bigger as the current size when it touches the ground. pop_rbd.hip
  14. I am wondering if there is a way to convert an RBD sim back to a mesh?
  15. Houdini.School Velocity Forces

    I am happy to announce that https://www.houdini.school has launched and you can get 15% off now through July 27th, 2021. I'll be joining a host of talented Houdini teachers, like: Debra Isaac Kate Xagoraris Beck Selmes Christopher Rutledge Justin Dykhouse Jeffy Mathew Philip Nicholas Ralabate You can learn more about my Velocity Forces class here: https://bit.ly/houdinivelocityforces Teaser video for my Velocity Forces live class: https://vimeo.com/577928177
  16. RBD multi fracture

    Hi guys, I'm unfortunately pretty bad with RBDs. I'm wondering how you could quickly setup a two step fracture. Like having big chunks and the inidividual polygons of those chumks should be glued together again. Does anyone have a quick initial setup to show? Thanks in advance!
  17. Hello! This is my first time posting here. I am a graduate student currently working on a project that involves a character comprised of rigid objects that can assemble, disassemble, and rearrange itself. The parts can also blend between dynamic and keyframed states. I have a method for the state switching, but I cannot seem to find away to apply any attractive or guiding forces to the parts when they are in their dynamic state. I found a way to do this previously by using a POP Attract node, but it only worked with Rigid Body Solver. I'm not sure how to apply that same node to a RBD Solver. If any knows how to make that work or knows a better method, I'd appreciate it. The goal in this test is to make the ball roll towards the cube and fit into one of the sockets. I have attached a zip file with the assets and .hip file. Thanks in advanced! RBDTesting.zip
  18. Houdini community, Hoping to get some advice with something that has me stumped. I've attached a hip file to demonstrate the situation. I'm attempting to create a controlled shatter on a moving object using the Bullet_Solver sop. I've gotten as far as animating my pieces to be active or inactive so they release from the animated object as required, collide, etc. My big issue is how to make use of constraints here. I want to have glue constraints keeping things sticking together in a more interesting way but I can't seem to get them to do anything. Should the constraints themselves be moving or static? Does that matter? Should I create them a different way? Any help would be appreciated. Thank you. moving_constraints.hip
  19. Necklace Simulation

    How can i make the torus hang from the wire? Necklace_sim.hip
  20. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  21. Hello fellow magicians, I've struggled alot with RBDs in the past. Along the way, while doing various projects I spent countless hours researching and debugging and I realised that most of the information is scattered all around... and this is not ideal. So I thought it would be a good thing to have a "main" post where more experienced artists and TDs could share a bit of their experience and .hip files with the rest of the community. There are many instances where this happens here on odforce, for example the thread on small scale flip fluids or the thread on getting rid of mushrooms in pyro. Since I'm starting this, It's only fair that I share a little .hip file myself. With this exercise I'm creating the tipical situation where the Bullet Solver can't stop the wood shapes from jittering and spinning and the simulation doesn't come to a rest. So I added popwrangles and a popspeedlimit to solve the problem. I'm aware that there might be more optimized ways of doing this, maybe with a POP awaken node? Nonetheless, this is my approach to solving the issue. As a bonus trick, I added a way to awaken the inactive pieces only near the desired collider. Here is a very good article on tips and tricks for bullet simulations in case you wanna have a look: https://80.lv/articles/destruction-simulation-tips-and-tricks/ Cheers, Diogo Ferreira rbds_stop_jitter.hipnc
  22. RBD animation Geo

    Hi, In RBD marital fracture i used the animated geo as my fractured one.but i would not make a final out.if any one know about how to set up just reply it.
  23. Hi, I crated a sphere and modified it by mountain then I used the clip SOP. After that I used the polypill SOP then I wanted to fracture the result via RBD Material Fracture but I got no error or warning also the clipped spere are not fractured. What is the reason for? THX
  24. How to use RBD constraints in DOP?

    I wonder how to import RBD constraint SOPs inside DOPNetwork ? for example RBD constraint line.
  25. Hello Everyone, I am currently struggling with a personal project. I was trying to figure out metal deformations in Houdini using Bullet solver and constraint switching (switching back and forth between glue constraint and soft constraints). But I am not satisfied with the results of the simulation. Is there any way to blend custom animation to guide the entire object in a specific way while allowing for deformations to take place? A perfect example would be a car hitting an object and continuing along its path with deformations. I've tried a lot of techniques without any real success. So far the closest I was able to achieve was using a pop wrangle to get position data from a SOP path, calculating the difference using the current position in the simulation and the position from the SOP path and then adding it as velocity. It works somewhat like an active guide, but the simulation always lags behind the animation or the velocity keeps escalating out of control. Could really use some fresh ideas. Thank you in advance.
×