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Found 507 results

  1. RBD Hold active attribute

    Hello guys. i creating an group to activate the pieces to start to fly. im using an sop solver in the pre-solve input to create those pieces active=1 However while move outside the region bound. it loss this attribute and simple stop. i tried to "hold" the attribute 1 using an max function, but i didnt work. please help me thanks in advance. ps: i uploading an simples setup of this hold_active_att.hip
  2. Hello everyone, Currently trying to get rbd Disconnected Faces to work over multiple packed geo that is pre-fractured. I noticed the same geo passed unpacked into the sop level Bullet solver node works and before impact the node removes inside cracks (glass) as expected and upon impact brings it back. Same geo setup as packed geometry, into a dop net, run sim (runs fine), unpack and applying rbd Disconnected Faces, just doesn't want to work. The inside cracks are there with the same threshold. I can see faceid and primdist in the spreadsheet. Just wondering if someone has seen this issue before. Screenshots attached for ref. Any suggestions would be welcome.
  3. Hi, I made some RBDs some are broken via RBD Material fracture and some I broke with boolean fracture. All have constraints and it looks good (picture a), but when I use a RBD constraints from Rules node the constraints looks crazy (picture b). So the animation looks like the parts are not really free and the broken parts are not flying away but hangs around the area as they would be bound to something. I think it is the matter of constraints. Can anybody give me a hint how to solve this problem? Thanks a lot! D.
  4. RBD texture problem

    Hi everyone I have an RBD fracture that works fine however the texture doesn't stick to the object once it fractures and moves. I tried several things such as copying the uv attribute however it still doesn't work. Any ideas of how can I make it work? Appreciate any help !!!! I attatch my file and a screenshot of my nodes many many many manyyy thanks in advance Julia frac4_foru.hipnc
  5. Hey there! I'm trying to fill a fractured box with water and make the water come out when walls of the box start breaking. The thing is that the collision works when the box hasn't been fractured yet but once one of the walls of the box starts fracturing, the particles start to clip through the box until they completely disappear. The box has thickness, I'm using a deformed static object with a vdb of the rbd fracture. The sim also have sub-steps. I uploaded the hip file, just in case someone wants to take a look at it. Thanks in advance guys! Flip_Collision.hip
  6. 3D Generalists and Houdini Destruction Specialists

    Hi guys, Come and join us for our new project! We'd love to get in touch with you, especially if you're a well rounded and seasoned 3D Generalist or Houdini destruction ninja with the skills outlined in the flyer below! Vancouver/B.C. area locals only please! You can check out our latest reel here: Cheers, Manu
  7. Hi, I have rbd object emit from DOP particle, and I scale each rbd over time by @age. But I want them to stop scale at a certain amount because I feel like they are big enough. How do I make them stop at the red marker size? Thanks in advance, Candy_FireWork.hip
  8. Hi guys, I want to push a rigid body (a ball), by the vellum grains, but it is not working! Any ideas? Thanks for helping. Vellum_Grains_01.hip
  9. I'm trying to randomly copy/instance a bunch of objects into a scattered point-cloud using the new "Attribute from pieces" and "Copy to points" nodes. I want to manipulate them in a simple DOPnet sourcing them with "RBD Pack Object" and solving them using the "Rigid Body Solver", but the solver doesn't seem to find the neither the "name" attribute or a compatible geometry. I can't figure out what is wrong with it. Can anyone help? (tried with SOP level RBD solver and it works fine. still i want to use a DOPnet) thanks in advance. (using Houdini 18.5.408 on win10) swarm-01.zip
  10. Voronoi interior detail

    Hello Everyone! I would like to add an interior detail for fractured pieces but I cannot seem to find the option in the voronoi fracture sop even though Houdini knowledge base says exactly this: "you can enable the Add Interior Detail checkbox on the Interior Detail tab of the Voronoi Fracture SOP node. This gives you access to parameters to bricker the flat planes and add some noise." (Link: https://www.sidefx.com/docs/houdini/dyno/voronoifracture.html) I also tried using RBD material fracture as an alternative as I can link it to an RBD interior detail but it messes up my geometry and distorts the etched logo so voronoi fracture sop is the cleanest reuslt I was looking for. thank you very much in advance! voronoi.hip logo-galler.ai
  11. firework explode rbd multisolver

    I rebuild the firework system base on firework workflow in Houdini 18 so I can have better control in several parameter. But how do I turn those sphere into rbd object and have them collide each other in a box. I watched the multisolver online from this guy ( ) but I can't figure out how to combine them. Can anyone help me please. Thanks in advance, firework box 2.hip
  12. Pyro and RBD interaction

    Hello, this may be very simple question, but I have struggled to find anything about the topic on my own. I am wondering how would you get pyro interact mutually with RBD packed simulation. Or what is the workflow for let's say explosion from the side of the building, when I want the explosion to be the force by which the building is being broken. I'd be super glad for any pointers or help. Thanks, Clear
  13. Hi, Is this the way to add a SOP Solver in the new RBD Bullet Solver SOP? I noticed that we have access to a lot of nodes inside it. It says "wire pop forces into here" but not sure how to hook up a SOP Solver. I'd like to set up some custom activation inside this RBD Bullet Solver SOP.
  14. RBD unpack sop lost UVs

    Hello guys, I'm setting up a active rbd pieces using rbdconfigure and rbdpack, after the setup even setting to transfer all attributes the UVs get lost.
  15. Hey magicians, I'm trying to attach vellum wires to an rbd but i'm having some issues, I can't get proper feedback on rotation and stuff, tried searching on the internet and seems more complicated than I thought. Attached is an example, any ideas or tutorials will be super helpful. Thanks! wGrZ5uUdX4.mp4
  16. metal RBD problem

    I want to make a bullet go through the metal. I was gonna use a particle to make it continuous. It's not working. What should I do? I want make like this --> shot_metal.zip
  17. Object pop collision

    Hi I'm working on a test with arrows soothing on object, a very basic copy to point with particles Right after the arrows emit the object they are not falling not in a natural way they are "standing" attaching image and the scene, hoping for some help in this thank you Arrows_Test_01.hipnc
  18. Hi all! I recently made a free public post on my Patreon, a bit of a New Year's gift. In my destruction classes & SideFX conference presentations I've mentioned that I often use geometry grouping to define the clustered sections in my RBD sims. However, it takes a bit of work to create the feedback for-each loops to set that up, so I've finally wrapped it up into a helpful HDA. Demo HIP file included as well. (I also included the HDA in the November 2020 'quick tip' post, but this version fixes a bug in the size-based prioritization, so for patrons that have that version I highly recommend downloading this one instead!) https://www.patreon.com/posts/45769153 https://vimeo.com/496659441 Hope you find this useful, and that you enjoy the new year! :-) ~ Keith
  19. Destruction III - CG Forge

    Check out the full course at https://www.cgforge.com/course/destruction-iii Cheers!
  20. Hello, I have been making several attempts to accomplish something like Matt Taylor's Seeds concept https://youtu.be/vUvEy37LhqE I have tried a couple of approaches including using a multi-solver but no luck. would really appreciate any input that helps! Motion_Graphics_Designs_By_UK_Based_Artist_Matt_Taylor.mp4 Houdini_Vellum_growth.mp4 Spheres_growth_v001.hip vellum_grains_growth_v004.hip Spheres_growth_v002.hip
  21. Hi, I'm quiet new in this big world of Houdini, i need help. The project consists of creating spheres on the points extracted from a pop simulation and then destroying them. The problem I encounter is that when I put the glue on different spheres it seems that it creates the glue on all the broken pieces. It could be the fact that in the assemble node, it considers those points as a single geometry, but I don't know how to divide those points as unique entities and then apply the glue only on the individual spheres and not on all of them as a single object. Thank you in advance for your attention and any help. I attach the file below. Thanks a lot! Fra_pop_copysphere_and_rbd_.hipnc
  22. Hi, this is a basic question but I have spent hours and didn't see the answer anywhere. I have some geo packed and ready for a rigidbody simulation, but i want to cotrol when the geo start to simulate. So I put a wrangle node to control it, for example: I want to start in the third frame: i@active=0; if ($F>3){ i@active=1; } But in the Dopnet, it never starts. In the spreadsheet active keeps 0 and never changes to 1. I tried to put the wrangle in a solver (because it worked for me with working with attribute transfers stuff) but it didn't work either. I did a simple scene with the problem. P.S. I know I can change the frame of the start of the sim but actually i would like to have diferents objects with differents starts so I though @active is the way. Thanks in advance active_update_question.hip
  23. hey all i'm sure this is a fairly simple one but i'm having a hard time with it :/ been at this for 6 hours today so i have a sim of a big wall exploding outward - it looks great but sadly i have a huge chunk of pieces that fly towards cam an i'll be damned if i can find a way around it - is there any force i can apply from the camera that can push them outwards instead of just heading towards the camera and through it? It would be awesome if i can art direct this a bit more! thanks Ant
  24. How to get pyro to effect an rbd

    What is the best way to go about exploding a building with a pyro explosion? Currently I have a setup that has a fractured structure that I add point velocities to and the rbd solver. I want to have a pyro explosion I can use to drive the rbd. How can I do this, none of the tutorials I've seen have pyro. I'm looking for something like this. -
  25. Hi, The problem is getting RBD Bullet pieces to floating properly: Icebreaker_fake_Buoyancy_Bullet_SpinningProblem.mp4 IceBreaker_Ship_PopForce_VexMask.mp4 im running into problem simulated flat sheets of ice being buoyant in a volume. I can get them to rise to the surface with PopFloatByVolume and also a fake popForce with vex using the pieces depth to mask the upward force. The problem is getting them to not spin around the packed bullet point per piece, and instead have proper per point of the mesh have force applied as per proper buoyancy would. So they lie flat once they get to the surface of the water volume! Struggling with the PopFloatByVolume spin settings, and PopSpinByVolume doesnt seem to play ball either. Im trying to go down the setPrimIntrinsic route, where i could blend slowly the rotation to be flatter as they get to near the surface, but im not hitting gold yet and would be great to know if theres a better route. any ideas or approaches would be amazingly appreciated. attached the hip file with where im at. IceBreaker_PopFloatVol_CustomVolumeInput_005.hiplc
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