CeeGee Posted April 11, 2008 Author Share Posted April 11, 2008 (edited) Ok. Model was fracture with Max, script that is on this tread. It was very hard to do that, scrip is very unstable. It was breka in 1250 part. Then I remove some part that was bad, and got 960 parts. After that import in houdini. Setup the scene for Dop simulation. And wait around 30 hours for 300 frames. After break the model, i will put realflow simulation the will fill Dragon shape and the water will colapse on dragon break model. Edited April 11, 2008 by CeeGee Quote Link to comment Share on other sites More sharing options...
michal Posted April 16, 2008 Share Posted April 16, 2008 Is there anyway to do this in Houdini? I tried the Fracture HDA but it seems not work very well. Could anyone post some example files about "fracture"? Tks. Quote Link to comment Share on other sites More sharing options...
CeeGee Posted April 16, 2008 Author Share Posted April 16, 2008 Test v02 dragon_test_02.mov Quote Link to comment Share on other sites More sharing options...
kleer001 Posted April 16, 2008 Share Posted April 16, 2008 From what I understand it's a nontrivial topology problem, which is why I assume that the max plugin is tempermental. I'm on a show now where my associate is rolling his own version. It seems to work, but I'm sure it gets rather clever in bits. Is there anyway to do this in Houdini? I tried the Fracture HDA but it seems not work very well.Could anyone post some example files about "fracture"? Tks. Quote Link to comment Share on other sites More sharing options...
michal Posted April 16, 2008 Share Posted April 16, 2008 I'm just wondering how those amazing work could generate so realistic fracture effects. Did they make lots of cookie operations, use VEX, or some other advanced skills? The links below are the things I really want to do by myself. Just don't have good ideas with fracture operation. http://www.sidefx.com/index.php?option=com...&Itemid=279 http://www.sidefx.com/index.php?option=com...&Itemid=279 http://forums.odforce.net/index.php?showtopic=5159 I believe fracture and explosions are frequent effects in films and commercials, and there are some new tools with great results (http://www.tsnstudios.com/Default.aspx). For Houdini, is there any efficient solution in this area? Is SideFX working on this or just leaving users to develop their own tools individually? Thanks Quote Link to comment Share on other sites More sharing options...
michael Posted April 16, 2008 Share Posted April 16, 2008 as far as I know all the houdini eg you listed were fractured 'by hand'... Quote Link to comment Share on other sites More sharing options...
Marc Posted April 16, 2008 Share Posted April 16, 2008 lovingly hand crafted*... *Although I think the tower of London one was lovingly hand crafted in another package. Quote Link to comment Share on other sites More sharing options...
Allegro Posted April 16, 2008 Share Posted April 16, 2008 Yup, the glass of water was hand done using an asset that simplified the process a bit. Attached is the one that was used on the glass. Though keep in mind this asset would need slight editing if you have other groups that you need to retain. (for those not in the know, you need to use winrar to open this if on windows) FracturingExample.tar.gz Quote Link to comment Share on other sites More sharing options...
michal Posted April 17, 2008 Share Posted April 17, 2008 Thanks Allegro. I will take a look at it. Quote Link to comment Share on other sites More sharing options...
DecWest Posted January 18, 2009 Share Posted January 18, 2009 Sorry to hijack this thread but I am working on a similar type of personal project atm and have hit some difficulties. My main problem is generating debris from my lovingly hand cut complex geometry! How do I 'tag' the faces/edges I want to emit particles from using the Debris tool? Do I have to 'tag' custom groups in the source geometry and then access this data in the Debris too or is there a cleaner more eloquent way to do this? I have attached a REALLY simple file - a 'medallion' shape in a really simple network (glue object/gravity/floor/debris*) Can anyone help me out of my mental block? I have done most of the difficult (I think) thanks in advance *as of yet not performing! DebrisTest.rar Quote Link to comment Share on other sites More sharing options...
Ungoliant Posted January 25, 2009 Share Posted January 25, 2009 Thanks allegro, your method works great for me, one question, how can i add a inside group, i want to emit debris from the inside impacts with dopfields impacts info http://www.fidel8a.com/wall_test_13.mov http://www.fidel8a.com/Wall_Debris.mov http://www.fidel8a.com/Debris_fast.mov here Quote Link to comment Share on other sites More sharing options...
kumpa Posted January 26, 2009 Share Posted January 26, 2009 here is some test i made with Break SOP and my run-off-the-mill tool KFracture Quote Link to comment Share on other sites More sharing options...
kumpa Posted February 6, 2009 Share Posted February 6, 2009 ooops Quote Link to comment Share on other sites More sharing options...
CeeGee Posted February 6, 2009 Author Share Posted February 6, 2009 Thisd is some of my test with fracture and debris http://www.igorfx.com/Dynamics_FX_test.mov Quote Link to comment Share on other sites More sharing options...
DecWest Posted February 12, 2009 Share Posted February 12, 2009 Thisd is some of my test with fracture and debrishttp://www.igorfx.com/Dynamics_FX_test.mov nice In response to my original request I have just figured it out and can't believe it was so simple......a user syntax error to blame i will post some results very soon cheers Quote Link to comment Share on other sites More sharing options...
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