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Found 422 results

  1. Hi people, I'm wanting to drop and object as an RBD sim, but have it finish in a specific xyz position and orientation. Basically, I want to drop a bunch of letters and have them form a word. At the moment, they land as I expected they would, but I was wondering if I could 'nudge' them to land in the right place? The realism of the sim isn't too important, but it would be difficult to get the feeling of them falling, if I tried to animate the letters by hand from start to finish. Can I cache the sim and add a value to it, over time, so it ends where I want it to? Can I run the sim and add to the XYZ co-ords as it's running? I could, of course, sim it in Maya or 3ds Max... convert it to keyframes... blend in a final rest pose... and import the Alembic, but I wanted to know if I could do the whole thing in Houdini before reverting to a method I actually know? Thanks
  2. Hi guys it's been a while since I was on here due to work but I'm digging into Houdini again. I have a simple scene.. a ball.. I scattered some points on it.. then used those points in the new rbd material fracture tool. It seems to work.. the points fracture the ball.. giving me smaller pieces in the impact area.. and the rest is bigger chunks. However I can't for life of me get those bigger pieces to remain static! Is there any sensible way to do this? So far all the pieces fly away. Ideally I want to use this tool because I like the interior detail and edge random features it has. Can anyone help here ? It's probably really simple but I have been trying all day. I'm not great with wrangles either :/ Ta Anthony
  3. Boat explosion

    Hey guys, Here's a new project I'm working on as I have some free time. The boat is a free model from cadnav. The main rbd sim with instanced debris is there : https://streamable.com/pcayf I used the new rbd deform pieces for the mesh (which is pretty useful) and I'm looking to add some noise and more details to the edges later. I've made the explosions (but infortunately I have only 119 frames because it crashed, I may resimulate the explosions 1 by 1 instead of the 4 in a row) : https://streamable.com/sjcje I've also made a quick low res render to see how the ocean and the explosions behaved all together with a lil bit of comp (to match my background) : https://streamable.com/1sduw Now I need to add sparks, smoke trails, and flip white water, and maybe additionnal splashes, refine the ocean.. Cheers and happy confinement !
  4. I'm trying to set up Houdini 18 SOP RBD systems combining different fracture methods together going into one rbdbulletSolver. I have everything working but one element I would love to add is the ability to control glue strength with bitmaps. I know there are clusters and procedural ways to vary glue strength but for art direction purposes I would like to use a grey scale bit map to color points scattered on geo in proximity to the constraint primitives, change their color to the grey scale values, then use those values as multipliers of a strength value. In this example file I am coloring scattered points with a color node instead of bitmap to make the file easier to but it should work the same way. Tutorials I've found are not working for me. Hoping to find some help. Thanks color_to_glue_strength_attempt.hiplc
  5. Hey all, it's first post here and new to Houdini so I appologise if this isnt the easiest to follow. I have been trying to create a robust system for controlling vornoi fracture points, their glue strength and a way of manually breaking constraints between points. Ive been following some tutorials piecing together relevant bits from each to try and achieve this. My current issue Im facing is that once I play the simulation and the constraints start breaking they start flickering back on and glueing parts of the object which have already been broken. From my undertanding I think the manual breaking of constraints which is conflicting with the remove_broken SOP solver within DOPs, but I can't figure out how to get them both to work together. Any help would be greatly appreciated as I've hit a brick wall with this. Ive provided my scene file - I hope it's all easy to undertand. Thanks. Fracture_v001_notworking.hiplc
  6. RBD to Vellum

    Hi! Houdini beginner here. I'm trying to make a bookshelf / pages explode. I set up RBD sim, which works fine. But as soon as I attach the vellum solver to sim it after the dop import, the papers just fall to the ground, no RBD sim info. I've tried putting the vellum constraints, pack it before the RBD sim, RBD, DOP import, unpack, and vellum solver afterwards. And vice versa, I've tried vellum solver before putting it into RBD, but so far no luck. How can I fix this or is there a better approach to this? (book_question_forum.hipnc) Thank you so much!
  7. So I am currently working on an earth destruction sequenz were I have 2 layers on top of the earth base which I fractured and is going to collide with an object. I am a little uncertain on how I should go about getting the other two layer to follow the rbd SIM without having to sim everything 3 times. Just a hint or an idea into the right direction would be enough for me. Cheers, Pascal X
  8. RBD And Glue - 17.5

    Still having a lot of trouble understanding the RBD / Constraints system fully. If anyone could help me out with this it'd be great. I've got a sphere set up with some soft constraints and a cube, one is inactive and one is active. I just want to be able to glue the sphere to the animated cube while still respecting the constraints all ready applied to the sphere. Nothing I'm trying seems to work. I've attached a quick scene file, if anyone could point me in the right direction with this it'd be hugely appreciated. RBD-Glue.hip
  9. Really having trouble with this / understanding the new workflow. If I have a fractured sphere and a static box what is the correct way to create glue constraints between each object and have them work with the new sop level solver? Seems like I am only able to create constraints that work by breaking objects. What if I just want to glue two shapes together? Any help will be hugely appreciated.
  10. Hey guys, I am currently working with bullet soft constraints and am using the angle, distance, force and torque attributes to determine when to break the soft constraints. I am facing an issue through where a lot of the soft constraints attributes are all 0 and they all stay 0 throughout the sim. Usually they will initialize and update even if the constraint stays relatively still so I don't this think is normal behavior. I've been trying to get it working for the past few days as well as googling around but my google-fu and troubleshooting efforts have turned up very little, so I now turn to you guys. The weird thing is that some of the constraints work just fine, but most of them seem to not work properly. I've added my file if someone wants to donate their time to have a look at it. The sim can be found in /obj/Primary_RBD_Sim/dopnet1. The constraints responsible for most of the movement is the "brick-mortar" constraints, so I usually add that to the geo spreadsheet's group field. I have tiried to lock the heaviest cooking nodes (hence the file size), but if the scene cook's a lot when opening or if the geo is missing, have a look at the "Lock"-flag here /obj/Create_House_Constraints/OUT_PRIMARY_RDB_SIM_CONSTRAINTS and /obj/Pre_Fracture_House/OUT_PRE-FRACTURED_BUILDING and obj/Create_House_Geometry/OUT. As a final note, there is a few wrangles that are controlling the stiffness of the constraints here /obj/Primary_RDB_Sim/dopnet1/UPDATING_CONSTRAINTS The file was created using houdini 17.5.173. Thanks for the read. Any suggestions or any thoughts is much appreciated. Soft_Constraint_Attributes_Issues.hipnc
  11. rbd+grain

    hi there, how can i emit grains when chunks broken in rbd sim. i tried debris, but is there any other/proper way? many thanks
  12. hi i am very new to houdini. currently studying rbd. trying to replicate this effect https://vimeo.com/124015187 I trying to replicate effect of destructing road by a curve, but i dont know how to add randomness to it. i want to apply more up forces so the pieces at first jumps up and then starting fly down by gravity. I have done just the activation of destruction of road by a curve and added a weird jumping but not in a proper way, dont know how to do it like in example. Hope it make sense. Thanks in advance! rbd_add_up_force.hipnc
  13. Heya, For a project i'm trying to build a balloon simulation. For that i need a simulated wire holding down the ballon (rbd or soft body object). I tried looking into multi sovers but i can't get both objects to connect. I heard something about wire glue constraints but most tutorials i found don't try to simulate both together so they can interact. Thank you for your help. BB_0224_Balloon_Sim_00_AS.hipnc
  14. hey all! Imagine you have a whole bunch of stuff, add an exploded view node, animate the scale and then you want to export that animation to unity. So far I tried using filmbox fbx with but the animation is missing in unity but shows up maya. I also tried using rbd to fbx from the game tools and packing everything to rbd before but the model aswell as the animation break in that case. what is the correct / standard way to export this?
  15. Repel force field on RBD

    I am trying to create a force field around RBD objects so they will repel each other if they get to close, to avoid direct contact. I have tried to create a metaball force field around the objects, and feed the metaball the objects position so that the metaball force field always is around the object, but the sim breaks. In the example I am only using a single force field for simplicity, but every object should have it's own (See illustration) Am I missing something? or is this approach not suited? rbd_repel_force.hipnc
  16. Replicating Coins

    A little experiment I like to nickname: 'Life as a VFX Artist'
  17. Hi wonderful people of OddForce. How would you go about constraining an agent to a rigid object (not an agent but regualr rbd/bullet object), in a crowd sim?
  18. I'm not sure if my workflow is incorrect but I have found something a little odd with transferring groups with the Assemble SOP. I was doing a sim and needed to use the rbdconfigure to set the active area. After that node however, some of my primitive groups I use to texture were either empty or had the wrong amount of primitives in them. I googled around and found that most solutions were to make sure the Assemble SOP was transferring the groups. However the only thing that got it to work was to make sure the Transfer Groups field was completely empty... I had to unlock the rbdconfigure HDA and clear the fields. Now I have all my groups and everything is working fine... As I said, not sure if I did something wrong further up the chain but maybe this is a bit of a PSA for anyone finding a similar issue.
  19. Hi all! There's 1 week left to register for my Mastering Destruction 8-week class on CGMA! In supplemental videos and live sessions we'll be focusing on some of the awesome new features in Houdini 18, and exploring anything else you might be interested in, such as vehicle destruction. For those that haven't seen me post before, I'm an FX Lead at DNEG, and previously worked at ILM / Blue Sky / Tippett. Destruction is my specialty, with some highlights including Pacific Rim 2, Transformers, Jurassic World, and Marvel projects. I've also done presentations for SideFX at FMX/SIGGRAPH/etc, which are available on their Vimeo page. If you have any questions, feel free to ask or drop me a message! https://www.cgmasteracademy.com/courses/25-mastering-destruction-in-houdini https://vimeo.com/keithkamholz/cgma-destruction
  20. Dynamic Bullet Constraints

    Hello, I'm trying to create a dynamic constraint network, to achieve a kind of sticky wall. The basic concept is working but it is very "wobbly", it seems there is an offset or something else. I tried to scale the constraint primitive to zero and reduce the restlength without success. Is there another way to influence the constraints? debug.hiplc
  21. Hi guys; To fill a bag with some candies, I tried to use vellum cloth for the bag, an rigid body as candies, but I can't make them to collide with each other. How can I fix it? Thanks. Test_01.hip
  22. How to approach Flour in Houdini

    Greetings, I'm trying to achieve something like this https://www.shutterstock.com/video/clip-24306053-slow-motion-falling-eggs-into-flour-stock Forget about the eggs, generally I'd like to simulate a collision on a dust / powder like flour. First of all, how should I approach this effect? Particles or Grains? And if I choose Grains, should I use the normal Grain Solver or the Vellum one? On the picture below I have a setup that I used the standard Grain Solver, and 2 RBD object, on is the static plate, and the other one is the moving ball. I encounter many problems like the ball bouncing really hard on the flour, instead of just landing, and if I change the RBD Solver priority in the Merge, then the Grain collide merely good with the ball but they pass through the plate. So basically the Solver can't read both the RBD objects correctly. Also, after all, I need to use a custom Force to "Explode" some Grains in the air, because it seems impossible to happen with just the ball collision. Thank you in Advance !!
  23. RBD Deform Pieces H18

    Hello! Been doing a lot of RBD workflow school work for H18 now at Lost Boys Canada Montreal, but there is one thing I still don't understand. How to deform metal in a good way. Specifically, a good workflow for the RBD Deform Pieces node. Have looked at the help material for it, there is two examples there in a hip file. Both are slow to compute with and hard to understand and use for other situations. Anyone wrapped their head around it, yet? So far, continuing to use the same method as Steven Knipping uses in his crashing helicopter course with a configured Dop Network instead of the new RBD Bullet Solver. But would really like to use the new intended way of doing it... In this presentation, there is an example shown and discussed briefly, would be great to actually see how that was made in a hip file with some notes. Here: https://youtu.be/xP4gfRHEr1A?t=718
  24. Hi, I search a lot of tutorials and topics but i didn't find any satisfactory answer. I think it's something very simple but I don't understand that it fails. I am trying to create a fractured mesh with "voronoi" or with "rbd material fracture" and then I want to add a limit to the thickness. Many of the examples or questions logically end up saying that best options is extrude but in my case it is a fairly complex mesh and destroy it, then it's not a valid option. Then something as simple as create a fracture and then making the inner boolean and it does not work, only very very small pieces are separated (I have tried it both in explodeview and in rbd and it does the same). Here a file with a very simple example of sphere, sorry for english and thanks in advance. boolean_in.hipnc
  25. Bullet constraint

    Hi, I have simple scene in h18, sphere is hitting my column, I want to constraint top and bottom fragments of my column to the smaller boxes to make them static/inactive. Maybe there is a way without making constraints. If someone could help me I would be grateful. Thanks statueCrumble_odforce.hipnc