catchyid Posted November 24, 2020 Share Posted November 24, 2020 Hi, This is an open question on workflow for RBD fracture/destruction. I have a bridge where it gets destroyed by a magical force (i.e. pieces must initially fly in predefined directions). In addition, I want be able to control pieces sizes when they get initially detached from the bridge, and when big pieces hit the ground they should break further. Couple challenges here: (a) deattach pieces in bug chunks, (c) control their initial velocity (for 1 or 2 frames right after they deattach), (b) break big chunks when hitting the ground. (by 'chunk' I mean pieces constrained together using glue constraints). So far I have tested two workflow : a ) Use built-in RBD Material node to create hierarchical fracture, use other built-in nodes to constraint pieces together, and apply a deformed static object to break the bridge. However, when I do so : (1) I have no control over the pieces initial directions, and (2) it will be super difficult to control how pieces break in a hierarchical way such that big chunks break first then when hitting ground they break further (e.g. measure constraints impulses, compare to constraints strength, adjust, retest) ==> This workflow seems hard/near impossible to control b ) Still use houdini nodes to fracture pieces, but then rely on vex code/logic to break pieces (i.e. no static deformed collider), cluster big/small pieces, break constraints further when chunks hitting the ground (i.e. check collision with grounds and break more constraints) --> this is working but painful to write!! I am wondering what other artists/TD do when they have super artistically controlled destruction? Thanks Quote Link to comment Share on other sites More sharing options...
Vinz Posted November 25, 2020 Share Posted November 25, 2020 Maybe try dig into the 'Debris Source" sop https://www.sidefx.com/docs/houdini/nodes/sop/debrissource.html That may work in your favor Quote Link to comment Share on other sites More sharing options...
demoncase Posted November 25, 2020 Share Posted November 25, 2020 If the Debris Source don't work, the qLib has a Debris Source QL which for me worked like a charm! FYI Quote Link to comment Share on other sites More sharing options...
catchyid Posted November 26, 2020 Author Share Posted November 26, 2020 thx guys Quote Link to comment Share on other sites More sharing options...
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