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  1. Dear Forcers, How can I make it so certain edge's in my model are NOT effected at all by the detail edge noise setting in glass mode in the RBD fracture material? Thanks 5D
  2. Dear Forumers, I have an issue with a scene I am doing. I am making a car crash for my reel, and learning how from a tutorial of a helicopter crash by Steve Knipping. I have come across this error: Warning Invalid source /obj/fracture/rbdconstraintsfromrules1/switch_use_proxy Error: Not enough sources specified.. Unable to cook the test input. Unable to cook the test input. in an RBDUNPACK SOP. I have gone through my networks and some options a few times but cannot work out the problem. Any help much appreciated. THANKS Nick PS: I deleted the original geo node with the car fbx to make .hip smaller, my current geo is in a cache and bgeo.sc attached CARCRASHforODFORCE.hiplc filecache_body_fracture_v1.0001.bgeo.sc
  3. Hey, I'm having trouble emmiting random packed prims in an RBD solver. Wondering if somone can help me as I'm very close to the outcome I want. For some reason the geometry won't stay true to it's attribute "variant"? Anyways I attached the hip file if somone could please help it would be much appreciated! Thanks, RBD_help01.hiplc
  4. Hi Houdini friends, Does anyone know how to use mask field in DOP net? I'm doing a simulation of leaves on the ground reacting to a car passing by. I need to control the wind force to affect only where the car is passing, where other leaves remains more still. Is there any way to mask out the affected area and have the wind force only affect that area and have dynamic change on the mask object? Or if there's other ways to do this? Thank you so much!!!
  5. Anyone expereinced with Houdini to Unreal workflows? Looking for some sort of comparison table to help determine when to use different export options for animated or deforming meshes. - VAT - alembic - fbx via rbd to fbx - fbx via dembones skinning converter So many options!
  6. EDIT* Solved... sort of... it seems that you can't do it in one sim. First do an rbd with forces pushing up below the "waterline" and down above it to simulate gravity. The do a low res flip using the rbds as coliders. Then advect a new rbd sim with those velocities. Then do a high res flip. So lots of back and forth... Hello! How do you achieve this sort of thing? https://vimeo.com/153607646 or https://vimeo.com/312753480 I can get fractured rbds to float on water but i can't get them to work when I try do do it with constrains and colliders like the above examples. I have a scene with fractured geo (using material fracture sop) and a dopnet with geo as a "fractured object" (not packed) . This is held in place with glue and pin constraints. I have the flip (flat tank) solver feedback set to 1 (I've tried all different values, 0.1-10) and the merge set to mutual. everything is using volume collisions. I have the fractured geo plugged in to the "merge collisions" in the in the fliptank initial wavetank but i've also tried changing the waterline so there is no intial contact between the rbds and flip. It explodes. The fractured object pieces fly off or sink and the flip is out of control (overreacting to the rbd pieces). Thanks in advance!
  7. hi, facing a very wierd issue in rbd material Fracture . i am trying to export uvs with the fractured geo but only inside geo UVs are getting exported. and this is happening only in wood fracture. concerete and glass exporting both (outside and inside) uvs. is there any solution to it. please help me out if anybody has faced or solved this kind of issue. in houdini when u look at the uvs its there but when exporting to maya only inside is getting exported.
  8. Hi all have a question. I am using voronoi fracture for chunks and inheriting velocity and active attributes in dopnet, active attribute is working fine but velocity is not working, i want the chunks on active to explode rather than simply go down. i tried sop solver in dops to bring in velocity manually using attribute wrangle and its working fine but the problem is it is continuous and pieces affected by velocity always but i want as long as active attribute is 1 on any piece it gets velocity to explode rather than continue with velocity. any help? i have attached hip file and image. thanks in advance chkbox.hip
  9. I have normals following each other. The distance between two points is kept in the @perimeter attribute. I want @N to unfollow when @Perimeter crosses the distance I set. I did a setup but it doesn't work properly @N direction keeps changing. Scene file: N_direction.hiplc
  10. Hi everyone, I have a question about flip sim as I am new to flip sim. Here is the Flip sim what looks like now. but What I am achieving is, -A Character I got from Maximo (Sonic) jump into the ocean and stick Sonic's head out of the water. What's issues I have are, -FBX's character animation doesn't show up in DOP. Static character slowly sinks into the water, with less splash than video I attached. I have done FBX Character Import, BoneDeform, OUT as null and paste into SOP path in RBD object. -How can I make stick the character's head out of the water from the bottom of the water tank? Probably make switch for active/non-active in RBD Solver? Sorry for my poor English. Hope some attachments makes sense what I am trying to say. Thank you! Houdini File Water_Tank_vODF.hipnc WaterTank_v002.avi
  11. why does the collision act as a solid object despite not being solid. Am I doing something wrong?
  12. If the distance is greater than 0.0005, the mesh is visible, otherwise it disappears. What I want to do is once it is visible, I want it not to disappear anymore even if it is less than 0.0005. I tried using a solvent but failed. test.hipnc
  13. Hi there , i try to reproduce this effect where rbd spheres grow on on the surface of an object , but i'm a bit stuck , i can't figure how to make the spheres scale and sitck them to the surface 24995361_925672154261694_3044092883122389710_n.mp4
  14. Hi guys, I hope you can help me with setting up this vellum inflation scene... Basically, I have animated a sphere expanding and used the rest blend node inside the vellum solver to inflate the sphere. What I would like to achieve is an interaction where the vellum inflation sim interacts with a rigid body 'plinth' that it is initially sitting on rather than it just being a static collider object. I have tried using the vellum shape match constraint for this behaviour but have found it tends to deform the shape which is not ideal. Preferably, I would like to know if it is possible to use RBD dynamics inside of a DOP network and have that interact with the inflating vellum sim... The entire sim would also sit inside of a static container too as the plan is to squash the vellum soft body against the walls of the container. Any help on this would be really appreciated. Thanks! Vellum_Rigid_Body_Interaction.hiplc
  15. Hi guys, I have two RBD objects, floating on FLIP-fluid. I set the Density (mass) to 400 (lower than the fluid mass). When two objects are of the same amount of mass, they have to react in the same way, right? I mean in this case, they have to stay on the surface. The problem is the bigger object stays on the surface, but the smaller one sinks into the fluid: - How can I fix it? - How can I set the density(mass) in the SOP level (as an RBD source)? Thanks for helping. Floating RBDs.hip
  16. Hi all, I am hoping someone can help me understand why my geometry looks like this after fracturing, it has some weird anti-aliasing(?) geo issues on the glass texture after using material fracture. Have an image here of before fracture and then after fracture. If anyone can help me understand why this is happening, would be really grateful as i've bee unable to solve this for hours. thanks Before fracture After fracture
  17. Hi I'm working on rebar, How can I make the rebar directions follow each other like in the video? -> https://vimeo.com/251055761
  18. Hello. I watched this tutorial video and created a spring simulation. Next to that I want to give Collision to the spring constraints so that they collide with other objects. Do you know of any way to do this?
  19. Hello Houdini Artists! I'm proud to say that my latest course - Destruction II is now complete. This course has over 6 hours of tips, tricks, and techniques for improving your RBD simulations. Check it out at cgforge.com if you're interested Cheers everyone!
  20. (Apologize in advanced if this post bothers you, cause i've posted on sidefx forum, but no luck from that.) What is up everyone, I've been working on rbd, and I have a question about hard constraint working with condir and condof. I've set the constraint type to "position"(means i want to constrain the position of the object) condof to "1"(means free to move on a plane) condir to (0, 1, 0)(means the normal of the plane) so theoretically the object shouldn't move up and down since i've constrained the movement of position of the object on "X-Z plane", but why does the object still move up and down after i set the initial velocity to (0, 1, 0)(also there is a gravity node) It confused me a lot, please help me with this problem, if i misinterpret anything(concepts) or did something wrong, please let me know, because with more time considering and trying with the problem, i found that maybe i have wrong concepts in my mind.(Maybe the degree of freedom concept, and i found that rotational and positional constraint might have to work together in order to get the positional constraint function correctly, not sure about that) Thank you, really appreciate your help. constraint.hipnc
  21. Hey guys i tought that the pop collision detect sop would work in both pop solder and rigid bodies solver. i want that the rbd pieces sticky/stop when collide in a geomtry. however i have no ideia how to build that in rigid bodies. please help me stop_at_collision.hip
  22. Hello, Trying to work with RBD bullet solver and conetwistconstraint, but I found a limitation in SOP Bullet solver, cause it has only one conetwistconstraint settings, and in case if I have more than one conetwist constraint it become a problem. I tried to add it inside solver but have no success.
  23. New Houdini class on Attributes. Enroll now: https://www.houdini.school/courses/hs-118-attributes Teaser: https://vimeo.com/714350608 Attributes are the heart and soul of Houdini. So many beginners and even intermediate users stumble over the importance of knowing the in and outs of Attributes. Understanding this topic is vital to getting the most out of Houdini itself. My goal is to give you a much deeper understanding of Attributes, so I have broken down this class into smaller topics. This way I can take you step by step from the core geometry component foundations, to common workflows, as well as reading & writing attributes from scratch. I'll also take you through examples of actual attribute implementations relating to RBD, FLIP, VELLUM, Crowd sim, and show some Viewport GL attributes. In session 1 you will be shown the core geometry components and how they relate to attributes. You'll also be given some clarity on confusing terminology, plus learn what attribute classes, and types you have available. Also covered will be a full explanation of the Geometry Spreadsheet, plus some tips on how you can sort through all of the data that it presents. I'll run you through what intrinsics are, how they can be accessed, and also explain what attributes are NOT, which is just as important as knowing what they are. In session 2 I will teach you the many different ways that attributes can be created, plus the the ways you can read those attributes back into your node streams. I will also take you through the world of Attributes versus variables, global versus local, and explain the reasoning and history of dollar sign versus the at symbol. In session 3, I'll focus solely on attribute usage in a variety of simulation setups. Showing you some implementation methods for simulation attributes. Houdini comes packed with a lot of native attributes already built in. I've gone ahead and collected together a massive list of well over 8,000 of them for you in PDF form. This course is aimed at getting beginners up and running with Attributes, but I will be taking you into intermediate territory fairly quickly as it's required to get a full understanding of Attributes. There WILL be discussions of VOPs, VEX, HScript, and Python in the second session. Don't worry though, because I will also be showing you many of the native SOP attribute nodes which simplify many common tasks for non-coders. I've packed a lot of information into this class, so even if you are an intermediate user to begin with, there is still plenty of good info for you as well. For more info and to enroll, head over to Houdini.School today.
  24. Hi guys, I know how to use pre-fractured objects in an RBD simulation, but is there any workflow for Dynamic Fracturing? Thanks for helping.
  25. Hi, I created a rbd simulation with a heghtfield to create a more interesting collision rather than a simple flat plane. The issue that I have been noticing is an offset from the actual collision when I am dropping a ball. The collision guide seems fine as it follows the geometry so I can't really understand why is this happening. Hope that someone can help. PS: I have attached the file below Cheers TEST_RBD.hipnc
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