JohnnyBGoode Posted April 28, 2005 Share Posted April 28, 2005 Ok im new to houdini...only a few months... ..but im having trouble with understanding how I can simulate a solid object shattering/exloding/breaking on impact with say..the ground. Into shards/pieces/chunks, not poly's. I know that Houdini 8 is suppoesd to solve all those shatter problems, and Digital Domains fantastic work on the Gatorade commercial is proof of that - but surely there is some way I can simulate the above with a very simple object (cube or sphere) in Houdini 7? I have done the 2d examples pdfs for Ice Bash and IceBreaking. Which is great, but they are not 3d objects as such. Thanks to FrenchOP ive also managed to break something using his 'breaking objects' tutorial using colour defined by a Voroi noise....you MUST chec k out his excellent tutorial here and here I can use it fine on a plane, even a slighly extruded plane, but i am having trouble understanding how it can be done on a 3d object, and how this can then be made to shatter on the ground or fly into another object. Is it actually possible? I dont want to waste any more time trying to figure it out if im simply going down a dead end. Thanks all J Quote Link to comment Share on other sites More sharing options...
doc Posted April 29, 2005 Share Posted April 29, 2005 it is possible, but it does require a bit of work. The following is a very broad description of how to do it. I use quite a bit of copy stamping to get the job done. If you want more info let me know, and I'll try to put some time aside to put a file together. 1)basically you make primitive groups for each fragment 2)find the center of each prim group. -I use copy stamping in combination with a delete sop and to separate each group and find it's center 3) I store the center info into a prim attribute 4) I birth particle based on their center attribute 5)copy each primgroup to the appropriate particle, again using copystamping and delete (you can also use the sprite pop for this, and it's much faster than copying). it's a little involved but it works. It's much easier/better in dops, but it still a good exercise. All the best Luca Quote Link to comment Share on other sites More sharing options...
JohnnyBGoode Posted April 30, 2005 Author Share Posted April 30, 2005 it is possible, but it does require a bit of work.The following is a very broad description of how to do it. I use quite a bit of copy stamping to get the job done. If you want more info let me know, and I'll try to put some time aside to put a file together. 1)basically you make primitive groups for each fragment 2)find the center of each prim group. -I use copy stamping in combination with a delete sop and to separate each group and find it's center 3) I store the center info into a prim attribute 4) I birth particle based on their center attribute 5)copy each primgroup to the appropriate particle, again using copystamping and delete (you can also use the sprite pop for this, and it's much faster than copying). it's a little involved but it works. It's much easier/better in dops, but it still a good exercise. All the best Luca 17894[/snapback] Yeah, would be GREAT to see any file you have, so I get a better idea, but your description was very useful anyway, so thank you I have been doing something along these lines, my query to this would be...once this is done, how do i get it to break apart realistically on impact with something? Cheers J Quote Link to comment Share on other sites More sharing options...
doc Posted May 2, 2005 Share Posted May 2, 2005 I have been doing something along these lines, my query to this would be...once this is done, how do i get it to break apart realistically on impact with something? 17900[/snapback] I seem to remember a trick where I would take the particles that my geometry was copied to and have them collide with my surface(s). I did a trick where I'd move my fragments pivot to the bottom of the fragment(assuming that the collision object is under the fragment) when it got close to a collision surface. If it's a flat surface this is easy to do, if the surface varies I think I used the ray sop to get the distance. this way the fragment would not intersect the collision surface. Not accurate by any means, but it looked alright as I remember. I'm kind of short on time otherwise I'd put a file together. hope this helps All the best Luca Quote Link to comment Share on other sites More sharing options...
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