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Found 5 results

  1. Hello Houdinians First i just want to say how precious is all the help and tutorials that all of you guys have provided, this is very generous of you and your talent! Now that i have used flattery... (lol) I have been using houdini for about 18 months, and i still have a steep learning curve ahead to learn VEX coding and expressions, but i am slowly understanding the basic principles... I need to replicate an ancient building technique, and i need to create some variable size rocks falling from an emitter and filling-up a container or structure, piling up to fill the structure. (about 1000 rocks , between 20cm and 40cm, filling a 4m x 4m x4m box ) I found some tutorials relating to instancing or copy/stamp techniques, but some are from older versions of houdini and i have difficulty achieving this . i manage to obtain a popnet liberating particles to which i instanced a sphere (rock) , but cannot get them as RBD to pile-up correctly. I there an easy way using the shelf tools, or information you could help me find to help me build this rather simple simulation ? thank you for any help, and have a great day! Pierre D.
  2. Lazy, but I wanted to get a lot of rocks. I fractured a box, this is the exploded view, how do I save the individual rocks as obj?
  3. Hey everyone! I recently finished up a tutorial on creating game ready procedural rocks assets for UE4 Hopefully you can learn a thing or two on my process and feel free to let me know if you have any suggestions, critique, or questions about anything you see! Video preview Free Demo version: https://gum.co/rocksue4demo Full version: https://gum.co/rocksue4 Includes: 8 Video Chapters Project file (.hip) Hi/lowres meshes+maps Tools: Houdini 16.5+, Unreal Engine 4 Introduction: Chapter_1_Base_Shape 26 min Chapter_2_VDB_Setup 4 min Chapter_3_Detailing 12 min Chapter_4_Texturing 21 min Chapter_5_Remesh 10 min Chapter_6_LOD's 9 min Chapter_7_Save_File 15 min Chapter_8_Bake 4 min Difficulty : Intermediate-Advanced Format: Recorded video chapters
  4. I'm trying to imitate the motion of rocks falling on dirt. Since the RBD Solver seems to give me more accurate and realistic looking results over the Bullet Solver, I decided to go with that method using RBD Fractured Object. When I first had my scene setup with Bullet, I was able to use a little VEX in the SOP Solve to artificially reduce velocities as rocks fell below a certain Y value. It seems like that setup isn't compatible with my RBD setup, so I was wondering what would I need to do to get it working? In addition, how can I write an expression that would tell the solver to reduce the velocities of the objects by half and double their weight each time they impact the ground? Any tips would be greatly appreciated. Thank you! RBDTest_001.hiplc
  5. Dynamically Modify Geometry

    I take a sphere and then apply the mountain SOP to this sphere. Then I add a Copy node which is fed a point cloud from a sphere, IsoOfset, and scatter combination. Below the Copy I place a NULL node. In this Null Node I can see the total number of packed Primitives. What I would like to do is to be able to modify the Frequency Parameter on the Mountain Sop for each of the Primitives that are being Copied so that each one of the Primitives has a unique shape. I need a variety of moon rock to blast out. Without modifying them, they all look the same. Any thoughts on how I can accomplish the ability to dynamically create rocks of various shapes. Thanks in advance.
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