blackchicken Posted June 8, 2012 Share Posted June 8, 2012 Aaaaaaaaaaaaa One of the best Quote Link to comment Share on other sites More sharing options...
rayman Posted June 14, 2012 Share Posted June 14, 2012 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? I`m wondering the same thing. Quote Link to comment Share on other sites More sharing options...
Benyee Posted October 8, 2012 Share Posted October 8, 2012 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. Hey,almetea,very nice work.Here is my file for displacement test on specific direction,say world x,could you give some suggestion. Quote Link to comment Share on other sites More sharing options...
Benyee Posted October 8, 2012 Share Posted October 8, 2012 displacement_test.hip Quote Link to comment Share on other sites More sharing options...
dbukovec Posted October 8, 2012 Share Posted October 8, 2012 hi! awesome work there! As for details it would be very nice that SESI implement this http://ken.museth.org/Publications_files/Alden-etal_SIG12.pdf Quote Link to comment Share on other sites More sharing options...
pclaes Posted October 10, 2012 Share Posted October 10, 2012 As for details it would be very nice that SESI implement this http://ken.museth.or...-etal_SIG12.pdf This can already be done since H11/12. We did something very similar for the destruction of Wrath of the Titans when Kronos wakes up, with the exception that we ofcourse did not have access to the nice new opensource volume format that Dreamworks released. The big advantage of this format is the adaptive level of detail for surfacing and storing volume data. But even if you use the brute force approach volumes that are currently in houdini, you can get good result polyreducing the high res volume converted pieces. -- Also since last siggraph Houdini now supports openvdb, I haven't had time to look into it that much but the functionality should be there. Also if you do happen to be near LA, Ken is actually going to give a course on this on the 27th of October (I'm going): http://www.sidefx.com/index.php?option=com_content&task=view&id=2241&Itemid=215 Quote Link to comment Share on other sites More sharing options...
dbukovec Posted October 11, 2012 Share Posted October 11, 2012 would you share a rough guideline how you did this please? Quote Link to comment Share on other sites More sharing options...
almatea Posted October 15, 2012 Author Share Posted October 15, 2012 (edited) It would be great if it is possible to apply volume fracturing on render time. It is no problem to add some details on SOP level (after cracking or inside cracking process). There is a few approaches to do it (see picture). But if you have a lot of pieces (>10000) it is too heavy geometry for extra cracks details. And too long time to process. Edited October 15, 2012 by almatea Quote Link to comment Share on other sites More sharing options...
freaq Posted October 15, 2012 Share Posted October 15, 2012 almatea, can you share a hip of how you did that volume fracturing? Quote Link to comment Share on other sites More sharing options...
almatea Posted October 16, 2012 Author Share Posted October 16, 2012 (edited) almatea, can you share a hip of how you did that volume fracturing? It is not volume fracturing. I just deform geometry before cracking and restore P after. Also I plan to make some tutorial soon and may be some masterclass about destructions. Edited October 16, 2012 by almatea 2 Quote Link to comment Share on other sites More sharing options...
syzmatrix Posted October 30, 2012 Share Posted October 30, 2012 that would be great! I will buy them Quote Link to comment Share on other sites More sharing options...
Netvudu Posted October 30, 2012 Share Posted October 30, 2012 me too! Quote Link to comment Share on other sites More sharing options...
ikarus Posted October 31, 2012 Share Posted October 31, 2012 It would be great if it is possible to apply volume fracturing on render time. It is no problem to add some details on SOP level (after cracking or inside cracking process). There is a few approaches to do it (see picture). But if you have a lot of pieces (>10000) it is too heavy geometry for extra cracks details. And too long time to process. It is possible to apply a displacement shader which roughens up the edge cracks at render time using some custom vector calculations. Compensating UVs for the space shift is beyond me though. Quote Link to comment Share on other sites More sharing options...
syzmatrix Posted November 1, 2012 Share Posted November 1, 2012 I have a question for the dust rendering. You mentioned that baking SDF for all the geometry. I wonder to bake them all or just bake it one by one using a foreach sop. Quote Link to comment Share on other sites More sharing options...
almatea Posted November 1, 2012 Author Share Posted November 1, 2012 I have a question for the dust rendering. You mentioned that baking SDF for all the geometry. I wonder to bake them all or just bake it one by one using a foreach sop. I baked all collisions to one SDF field. Quote Link to comment Share on other sites More sharing options...
Sty Posted September 24, 2013 Share Posted September 24, 2013 * Man your destructions are so perfect..top notch! i am waiting for your tutors....Please...we all would buy it Quote Link to comment Share on other sites More sharing options...
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