AddyJ Posted February 8, 2018 Share Posted February 8, 2018 Hey guys, I'm relatively new to the awesomeness of Houdini. I'm into destruction as an area of the effects field more than I'm into fluids etc. I've a little school/hobby project I'd like to develop, but I'd like some pointers before I begin!! I want to build a brick tunnel which will collapse. (the modelling shouldn't be difficult ). But I'm wondering more about the destruction side. Should I make a basic poly tube, halve it etc. Or should I make something that's procedurally created with bricks? I'm thinking of doing some kind of FEM sim, rather that voronoi, so I wondered how it's modelled would effect how it's simmed? I'm looking to build something like this: I was thinking of applying a similar technique to this discussion: Or is that just wasting time and resources and it's better off to simply texture it? I'd love some ideas before I embark on it!! Thanks Addy Quote Link to comment Share on other sites More sharing options...
Noobini Posted February 8, 2018 Share Posted February 8, 2018 you can play with this if you like, no doubt there's a million other ways to go about it... (I don't get the part with bricks and FEM tho) vu_BrickTunnel.hipnc Quote Link to comment Share on other sites More sharing options...
AddyJ Posted February 8, 2018 Author Share Posted February 8, 2018 Noobini, thanks once again!! What I meant by FEM and bricks is more would a simulation be effected if I modelled using this compared to having, say, a polygon tube? ie, is it more accurate to build something like what you've attached, or it doesn't matter? Quote Link to comment Share on other sites More sharing options...
AddyJ Posted February 13, 2018 Author Share Posted February 13, 2018 Noobini, I've a question. How'd I wrap that around something like a Tube? Quote Link to comment Share on other sites More sharing options...
Noobini Posted February 13, 2018 Share Posted February 13, 2018 (edited) not on a machine atm but in the bend, you can manipulate the capture length until it bends the whole length instead of leaving a straight section...ie. bend all the way and you get a tube Actually, that's controlled by Bend on the CTRLS, so just dial it up, about 17, you get halfpipe, then simply mirror it in Y axis...that's the quickest method Edited February 13, 2018 by Noobini Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted February 13, 2018 Share Posted February 13, 2018 1 hour ago, AddyJ said: How'd I wrap that around something like a Tube? // CONVERT PLANE TO CYLINDER vector bbox = relbbox(0, @P); @P.x = sin(@P.x * $PI * 2); @P.z = bbox.y; @P.y = cos(bbox.x * $PI * 2); https://www.sidefx.com/forum/topic/48058/ Also google for cartesian to cylindrical coordinates. Quote Link to comment Share on other sites More sharing options...
AddyJ Posted February 13, 2018 Author Share Posted February 13, 2018 Thanks, Konstantin! Quote Link to comment Share on other sites More sharing options...
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