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Found 404 results

  1. 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
  2. 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
  3. 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
  4. 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 !!
  5. 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
  6. 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
  7. 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
  8. RBD Impact shelf problem

    Hi, I've tried the impact shelf too to create a particle system in an impacted area. I use a simple sphere with Voronoi fracture. Default 5 Voronoi points work fine with the default Impact tool. But then I increase to 500 Voronoi point impact failed (no point display in the viewport or geo spreadsheet). Seems like more piece does not favor the impact tool. Any workaround method, how to setup proper RBD impact manually? The only different is the scatter count. Working - Five scatters point. Not Working - 500 scatters point. //////////////////////////////////////////////////////////////////////// // Impact_ShelfTool_Work.hip Impact_ShelfTool_NotWorking.hip // //////////////////////////////////////////////////////////////////////// Thanks
  9. Hello everyone, I'm trying to emit RBD objects from particles but cannot get it to work. I've watched the tutorials from Tim van Helsdingen, Matteo Migliorini and Andrew Melnychukk, but I cannot get it right. I want to simulate banknotes flying in the air with some swirling and self-colliding. Some tutorials use a bullet solver, the newest one a RBD solver. Both setups give me strange effects. Bullet does nothing and with the RBD solver my bank notes just explode up in the air. And some of my banknotes sometimes stop moving or disappear. I've attached the two setups, maybe you can point me in the right direction. Thank you very much Emitt_to_RBD_Bullet_Solver.hipnc Emitt_to_RBD_RBD_Solver.hipnc
  10. Hello folks, I'm working on an RBD simulation that needs constantly spawning packed geometry over time. Simply add $F in the creation frame to create a specific object every frame. The spawning overtime setup has no problem at all. By simply add a connectivity sop and delete sop. But then the problem came while creating a constraint so each piece generated per frame can have their own glue. I've tried to force "overwrite with SOP" to load constraint every frame but no good result and go crazy. Any way to solve this particular situation to generate proper glue constraint to make it works? any tips? Here's the file. Constant_Spawn_COnstraints.hip Thanks a lot!
  11. Hello, I'm sure my title for this post could be clearer, so for visualization purposes, say I have a field of discs that are RBD Packed Objects on the XZ plane, and above them there's a sphere with gravity: Normally the sphere would fall onto the discs and the discs would act more or less like a ground object, but I'm trying to have the discs raise up depending on each one's respective distance to the sphere. So far I've found that the positions of the discs (RBD Packed Objects) can be controlled in a sop solver within the dopnet, but I have no idea how to reference the position of the simulated geometry (the sphere) to inform the discs' positions. Can anyone show me the way? My ultimate goal is to eventually replicate the desired effect with the sphere being a vellum object.. would that require a different workflow? Here's my setup so far that may or may not save you a minute: sample.hipnc Thanks for taking a look!
  12. Hello everyone, I've stumbled upon a problem. What I need to do is simulate thousends (15-30k) individual rice corns. To make it harder, everything should be about real life scale. I've got a setup that emits packed rbd objects, but it gets slow very quickly. What I would like to do is, to set the bullet objects to sleep after they lived for a few frames. The settings for automatic sleeping won't give me the desired result. Adding a Attribute wrangle into the SOP Solver (as I've seen in other setups) disables all rbd objects instead of those that lived more than 5 frames. Any help would be appreciated. I've attached the file where I'm testing this in a crude way. Thank you all! Rice.hiplc
  13. Hi, I am specialized in Houdini FX, Simulations (flip, pyro, RBD Bullet), VEX and Python scripting also a good experience in lighting and compositing. Currently based in Shenzhen, China. you can checkout my vimeo for my work and contact me on LinkedIn. Available for freelance/full-time Houdini FX work and Houdini pipeline development. Thanks, Mahesh MS. vimeo: https://vimeo.com/maxcolor/ LinkedIn: https://www.linkedin.com/in/maxcolor/ email: msmahesh@live.com
  14. Hey guys! I'm struggling a bit with a setup that's probably quite simple but I couldn't get behind it for a couple of days now. My shot requires me to have pieces which a character consists of (Megascan-assets scattered on a character) follow the character's animation. This looks something like this: walkcycle_fox.mp4 Now what I've tried to far was to go about the following with some fancy orientation math in a SOP-Solver in the dopnet to get the euler-W-acceleration to target the goal-orientation, but somehow the pivot offsets made this way harder than expected. My next approach (which I should have rolled with from the beginning) are constraints. So I'll try to have a soft constraint for each piece to a world anchor and target the rotation. But just how exactly does rotation-constraining work with the RBD-tools? I've found very little information on this topic - only for things that are individual objects, but not 800 pieces... I'm happy for any hint towrads a solution. Cheers, Martin
  15. Boolean shatter troubleshoot - failed

    Hello folks! I have a pre-fractured piece which is a watertight mesh (from the previous simulation) and cutting plate (grid with noise) and planned to do a secondary fracture. Direct boolean fracture is failed to cut them apart. Meanwhile, when I VDB remesh the pieces before boolean fracture it works like a charm. Here's the network. Fracture result: LEFT(VDB remesh before shatter): The cutting is working as expected. Mid(Regular remesher before shatter): The cutting is not working at all. Right (Original pieces): The cutting is not working at all. I tended to use the original pieces as I want to have the original UVs. But the fracture is failed. Any tips to prepare pieces to fit into boolean shatter tools? What's actually causing the problem here? Thanks! File for troubleshooting:Booleanshatter_TroubleShoot.hip
  16. How to shatter animated objects?

    Hey there guys! I was playing with a little Mixamo animation I downloaded. The animation consists of a dude falling down, I want it to fracture when he falls down and have a little control over that. So I tried to import the Mixamo, convert it, file cache it and apply a simple RBD glued sim. I changed the source to be a deforming active object so the shattering applies to the animated mesh. I tried to play with the glue parameters to have more control over when I want the guy to shatter but the only results I'm getting are crashes, so I obviously think I'm missing something. Here I attach the file and the fbx. Any ideas? Thank you! Trapo. shattering_animation_01.hipncFalling Down (1).fbx
  17. Hi, I am trying to destroy a building, almost everything is OK, but one thing is not. some parts of the building have to be activated by a bounding object, and other parts by another bounding object. That is the concrete and wood parts some are exploding, and ALL the windows are exploding, that s why I think I need 2 bounding objects to activate them. they all interact. So, I have made two dop import inside the sopsolver, and tried to mask them, and it doesn´t seem to be working. any help will be apreciated. Z./
  18. Hi, I've managed to make vellum hair interact or at least collide with an RBD Object. But it does not work with an RBD Packed Object. Can vellum not read the geometry? Is this a lost cause? Thanks, Cecilia
  19. RBD sim and orient

    Hello guys. Recently i have run into strange issue. I have my packed objects, that have some orient on it. I need to feed them into the Bullet sim, problem is that if i have orient as attribute on the packed objects, my sim explodes on first frame (no intersecting geo), if i remove my orient, sim behaves as expected. so i have run my sim without the orient coming to bullet (renamed orient to keep_orient) and i thought i will just substranct+add them at the end to get correct orient values for my instancing i do as next step. Problem i have is that i was not able to get correct orient from it. Would someone able to explain me what would be necessary to do to make it work, or why bullet explodes with orient values? sorry i cant share any scene at this point. my whole setup is: points in the space, that have @pscale and @orient (random nodes), that goes into the grain sim, to make sure i have no intersections, then i do copy bunch of rocks onto those points which goes as packed geo into the bullet sim.
  20. Hi, I am using the rbd tools in H17. I'm, confused by the name prefix attribute on the voronoi fracture. If it is not set to "piece" then my glue constraints do not work. I would assume that the prefix attribute could be anything? Certainly the subsequent geometry and constraints points / prims are labelled appropriately. Ultimately I would like to constrain multiple objects with multiple fractures. I can achieve this by offsetting the piece 'index' with each fracture, but this is clumsy. Surely it could be achieved using the primitive name prefix attribute? I have attached a scene file containing a single object with / without name prefix as "piece" and a multiple fracture setup. Any help is gladly received! jhealy_fx_rbdOdforceQuery_v001.hip
  21. Hello, For some reason I can't get imported forces to affect an rbd sim when there is an active object constrained to a static object with simple glue. Even when the glue strength is set to minimum and the force is considerably scaled up, there is still nothing happening. The sim works fine if I remove the constraints between active and static objects and only keep the constraints between active pieces. I attached a simple setup below with the two configurations. Any Idea why the one with inactive objects doesn't work? Thanks. force_test.hipnc
  22. Deforming constraints problem?

    hello guys. ive been bashing my head against the wall and read through way too many forums now. but i couldnt find something similar to my problem. Im trying to create for now a simple setup is to just break my glue constraints. The ball and colliding objects both have animation ( deforming). Now i do realize that my constraints get reconstrainted because of Overwrite with SOP option set to 1. however if i were to set it to 0 to only bring in the constraints on the first frame for the constraints to stay broken, the constraints would not be able to follow according to the animation of the ball, because it is rotating and changing position, leaving it very innacurate. So could anyone help me troubleshoot this? i think i have to somehow update the position and rotation of the constraints but i dont know how. I would provide a scene but it my scene is for a job. ive already tried matching position but there is rotation as well on the sphere, the resulting collision looks inaccurate as if its offseted broken_setup.mov broken_setup_position.mov
  23. Hello fellow magicians, I was wondering if some one could check out my simple constraint setup and see why it is not working? I was adapting my setup based on a wire tutorial by Entagma, and I don't know why but I couldn't get my constraints working. Here is the .hip file. Cheers, Diogo wire_debug.hip
  24. I have a meshed FLIP sim (cached out, .bgeo files read back in) that I want to use as a "solid" object and have a rigid body rest on top of it (the idea is that something solid "ripples" psychedelically and the objects resting on top of it move as the ripples go underneath--but the original object is still a solid, and the objects don't sink into it). I just can't get it to hold up, however--when the RBD object is initially "dropped" onto the fluid mesh, it bounces and settles as expected, and does okay with simple early movement, but eventually the collisions become less and less precise and the RBD object just sort of sinks in. How can I get the mesh to read as just a run-of-the-mill deforming object? I've tried RBD solver, bullet solver (obviously doesn't work with the shape of the mesh), volume and surface collisions, jacking up collider volume resolution to make sure all the little waves are getting captured, and boosting the substeps, but the result has been pretty consistent (except more substeps = super jittery RBD as it's reading all of the little pre-big-movement mesh ripples). On the attached setup (a simpler version of the project giving me trouble) I even ran the meshed surface through a "clean" just in case any of the lingering velocity attributes were throwing it off, but that didn't help either. I'm wondering if the fact that the topology itself changes so much might be the problem, but if so I'm not sure how to fix that. Thanks for any suggestions! flipmeshtest.mp4 meshtest.hiplc
  25. texturing destruction

    I'd like to know if there is a way (a proper workflow) to add textures to a destruction simulation ? thanks destrcution.hipnc
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