almatea Posted March 24, 2012 Share Posted March 24, 2012 (edited) Some early tests of developed by me destruction engine based of Bullet physics. Edited March 24, 2012 by almatea 1 Quote Link to comment Share on other sites More sharing options...
asnowcappedromance Posted March 25, 2012 Share Posted March 25, 2012 really good eye for detail. How did you handle concave objects in your simulation? Quote Link to comment Share on other sites More sharing options...
Farsheed Ashouri Posted March 25, 2012 Share Posted March 25, 2012 Really really nice! it's amazing dude. Quote Link to comment Share on other sites More sharing options...
dynamoanders Posted March 25, 2012 Share Posted March 25, 2012 Looks awsome!! Quote Link to comment Share on other sites More sharing options...
Sifis Posted March 25, 2012 Share Posted March 25, 2012 Awesome stuff, nice renders too. I'd love a detailed tutorial about your workflow. 1 1 Quote Link to comment Share on other sites More sharing options...
ryew Posted March 26, 2012 Share Posted March 26, 2012 Very cool, I could watch that stuff all day! The peek into your process is really interesting, and I agree it would be great to hear more workflow details of how you set up the different elements (brick/stucco/wood) for simulation and render time displacement if you were interested in discussing it. Have you tried this workflow with Houdini 12 yet? How do you think the integration of Bullet in Houdini 12 compares to your custom solution? Awesome work again, almatea - thanks for sharing! Quote Link to comment Share on other sites More sharing options...
almatea Posted March 26, 2012 Author Share Posted March 26, 2012 (edited) Very cool, I could watch that stuff all day! Thank you! Have you tried this workflow with Houdini 12 yet? How do you think the integration of Bullet in Houdini 12 compares to your custom solution? I think that my engine and integration of Bullet in Houdini 12 solving little bit different tasks. Houdini integration of Bullet is very nice but sometimes you need little bit more flexibility at low level and more speed with thousands and thousands pieces of geometry. Houdini solutions give flexibility but not always it mean high speed. I do not tried to solve destruction tasks with Houdini's Bullet but I believe that it will be possible. Edited March 26, 2012 by almatea Quote Link to comment Share on other sites More sharing options...
freaq Posted March 26, 2012 Share Posted March 26, 2012 very impressive stuff, it reminds me of some of the tools used to create 2012, If I remember correctly they used prefracturing and lots of constraints and created similar destruction sequences. amazing work keep it up Quote Link to comment Share on other sites More sharing options...
almatea Posted March 26, 2012 Author Share Posted March 26, 2012 very impressive stuff, it reminds me of some of the tools used to create 2012, makingof videos of 2012 inspired me when I created my tool If I remember correctly they used prefracturing and lots of constraints and created similar destruction sequences. I choose little bit different way. I used compounds and calculated a graph of linking for pieces instead natural constrains. amazing work keep it up thank you! Quote Link to comment Share on other sites More sharing options...
Netvudu Posted March 26, 2012 Share Posted March 26, 2012 (edited) terrific job. Regarding lighting, what can you tell us...I´m guessing HDRI-based lighting, right? Edited March 26, 2012 by Netvudu Quote Link to comment Share on other sites More sharing options...
ykcosmo Posted March 26, 2012 Share Posted March 26, 2012 very nice ! Quote Link to comment Share on other sites More sharing options...
almatea Posted March 27, 2012 Author Share Posted March 27, 2012 very nice ! Thank you! Quote Link to comment Share on other sites More sharing options...
almatea Posted April 10, 2012 Author Share Posted April 10, 2012 (edited) Have you tried this workflow with Houdini 12 yet? How do you think the integration of Bullet in Houdini 12 compares to your custom solution? Need to append for your question. Yesterday I tried native tools of Houdini 12 and it was look good. Constrain network tool is very similar to an my graph of connectivity (but I constructed this graph with help of Bullet collision test functions). There is small trouble with lost impulse after breaking a piece to 2 piece - then each of small pieces lost their speed but I slove this moment with DOP trick. I think it is possible to use native Houdini 12 tools as good destruction engine! Edited April 10, 2012 by almatea Quote Link to comment Share on other sites More sharing options...
rayman Posted May 3, 2012 Share Posted May 3, 2012 (edited) Amazing stuff! Can you provide some info about displacement shader? I really have no idea how to build similar thing. Edited May 3, 2012 by rayman Quote Link to comment Share on other sites More sharing options...
almatea Posted May 4, 2012 Author Share Posted May 4, 2012 Amazing stuff! Can you provide some info about displacement shader? I really have no idea how to build similar thing. You need displace for only one plane. For example, this may be plane of wall or plane of some wood-plank. Also it is necessary to correct texture coordinates with respect for displacement. Quote Link to comment Share on other sites More sharing options...
rayman Posted May 4, 2012 Share Posted May 4, 2012 Thank you! This info explains everything Quote Link to comment Share on other sites More sharing options...
J_spad Posted May 10, 2012 Share Posted May 10, 2012 That was really sweet! I love the level of detail. I am just learning how to do destruction with Houdini 11. I have tried having the fractured RBD geo interacting with the dust cloud however the simulation freezes up. How did you handle the dust clouds? Quote Link to comment Share on other sites More sharing options...
almatea Posted May 11, 2012 Author Share Posted May 11, 2012 That was really sweet! I love the level of detail. I am just learning how to do destruction with Houdini 11. I have tried having the fractured RBD geo interacting with the dust cloud however the simulation freezes up. How did you handle the dust clouds? Thank you! Just bake SDF for all solid objects. I believe you can find a lot of examples in help system or ths forum threads. Quote Link to comment Share on other sites More sharing options...
csmnt Posted June 3, 2012 Share Posted June 3, 2012 There is small trouble with lost impulse after breaking a piece to 2 piece - then each of small pieces lost their speed but I slove this moment with DOP trick. I think it is possible to use native Houdini 12 tools as good destruction engine! Hey Vladislav, Great tool! ..About the lost impulse on breaking glue objects in H12: Would you mind sharing your dop trick on how to make it work? Quote Link to comment Share on other sites More sharing options...
freaq Posted June 4, 2012 Share Posted June 4, 2012 loving this stuff so much, amazing work, nothing short of breathtaking! Quote Link to comment Share on other sites More sharing options...
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