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Emitt dust from fractured RBD


jalfort

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Hi everyone, I'm pretty new to Houdini and I have a background from Maya and most recently 3Dsmax with Fume and TP.

Although Houdini generally is very pleasent, I just can't wrap my head around one thing:

Emitting dust from fractured objects impact points. I can gather collision data with the RBD Impact node but I can't transfer this to Pyro.

If anyone can give me some pointers I'd be forever greatful.

And a another question:

Is it possible to do a fracture based on a bounding box. For instance. A sphere is travelling towards a pyramid top.

And I want there to be a fracture and dynamic wherever the two objects are meeting, but I do not want the pyramid to facture anywhere that is not within the spheres bounding box. It might sounds weird since I can manually fracture the top, but lets say that the sphere is driven procedurally based on something else and I need the fracture to update according to the spheres position.

I could do these things in 3Dsmax and TP but not in Houdini which is frustrating.

Thanks for any help and pointers.

Edited by jalfort
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Emitting dust from fractured objects impact points.

After your rbd sim, if you import just the impact points back into sops in a new object, create a new pyro sim and use the impact points as the source. you'll see some new nodes added if you go inside the source object. The 'fluid source' node is what you're interested in: scalar volumes tab has a few options for how to source the smoke. In your case choose the 'stamp points' option.

This will source the smoke from points going into the fluid source node. If these points have a velocity attribute, the sim will use these when sourcing the smoke. You may need to play with the value of the 'sample distance' in the scalar volumes > stamp points tab.

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After your rbd sim, if you import just the impact points back into sops in a new object, create a new pyro sim and use the impact points as the source. you'll see some new nodes added if you go inside the source object. The 'fluid source' node is what you're interested in: scalar volumes tab has a few options for how to source the smoke. In your case choose the 'stamp points' option.

This will source the smoke from points going into the fluid source node. If these points have a velocity attribute, the sim will use these when sourcing the smoke. You may need to play with the value of the 'sample distance' in the scalar volumes > stamp points tab.

Thank you very much :)

I'm going to play around and see what I get. If you could upload a file to disect that would be super but already, thank you very much for the reply!

EDIT:

No need, your instructions are as clear as can be. Thank you so much, everything is working nicely now. :)

The File:

pyroOnImpact_solved.hip

Edited by jalfort
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