Houdini Tutorial: Breaking Glue with Forces

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  • Опубликовано: 23 окт 2024

Комментарии • 87

  • @blackspear217
    @blackspear217 2 года назад +7

    Wish you’d come back man, you honestly have been my favorite channel to learn Houdini and the stuff you learn in one video from you equates hundred of the videos you see on YT. But I do hope you’ve been well and that the hiatus is due to positive reasons.

  • @TimvanHelsdingen
    @TimvanHelsdingen 4 года назад +21

    Great tutorial, only halfway in but already picked up a lot of cool tips and tricks. Thanks a lot!

    • @DiffuseFX
      @DiffuseFX  4 года назад +4

      Hopefully the second half holds up! XD

  • @ihorkarpiuk4102
    @ihorkarpiuk4102 3 года назад

    I'm gonna remember this channel and start recommending it all over the place. Good stuff

  • @ultrawidegaming7205
    @ultrawidegaming7205 3 года назад +2

    You're amazing! I was making a city getting wiped by a black hole, and your technique totally works flawlessly. As a total Houdini beginner, this is a really informative tutorial.

  • @untitled_exr
    @untitled_exr 3 года назад +1

    I rarely find lessons that I absolutely understand, but at the same time give me something new
    Thanks for this invaluable information, sensei :*

  • @oneday7922
    @oneday7922 2 года назад +1

    Thank you. You made me understand how houdini gule works.

  • @thehandleiwantedwasntavailable
    @thehandleiwantedwasntavailable Год назад +2

    This was a great explanation of the problem and a solution to dealing with it. Thanks for posting!
    Those keyboard smashes however ... 🤣

  • @utubeparpankaj
    @utubeparpankaj 2 года назад +1

    Fantastic dude,do come back and share ur beautiful knowledge.

  • @테드옹
    @테드옹 4 года назад +1

    This is absolutely amazing. Thank you very much! Truly a great way to think outside the box! Sir, you really deserve a lot more credit for this.

    • @DiffuseFX
      @DiffuseFX  4 года назад +1

      Thanks! I appreciate it :)

  • @jonassorgenfrei3966
    @jonassorgenfrei3966 3 года назад

    Awesome thanks so much for doing these tutorials. I love how technical they are and how much deep-er knowledge they provided about houdini.

  • @Atimo133
    @Atimo133 5 месяцев назад +2

    i love the bass boosted Keyboard tipping
    Just kidding though, thank you so much for sharing this valuable information

  • @duyngoquoc113
    @duyngoquoc113 3 года назад +2

    Keep it up... I really appreciate your work!

  • @왜못할거라생각해
    @왜못할거라생각해 4 года назад +1

    this is some houdini loveing houdiniartist :D !!!!!!!!!!!!!!!!!!!!!!!!!!!! thank you Diffuse FX for sharing your knowlage

  • @ronydey2696
    @ronydey2696 3 года назад

    Awesome and helpful tutorials over side fx Houdini sir thanks for these Hi sir myself Rony a student of VFX from India

  • @Carteblanchefx
    @Carteblanchefx 4 года назад +1

    Another wonderful tutorial! 1000 thanks!

    • @DiffuseFX
      @DiffuseFX  4 года назад

      Thanks for your ongoing support!

  • @drazi79
    @drazi79 4 года назад +1

    Awesome effect, and you explain it very well, keep it up!

  • @jank-official
    @jank-official 3 года назад

    you need a highpass filter on that mike. Great tutorial, love it!

  • @sashapuhov6634
    @sashapuhov6634 6 месяцев назад

    hello, why did you stop recording educational lessons? You tell them in great detail and you are very good at presenting the material. Few people present the material like that. I hope you will have lessons. THANK YOU!!

  • @dmitriikolokoltsev4954
    @dmitriikolokoltsev4954 2 года назад

    Dude, this is an awesome tutorial!
    I tried to repeat it, but it didn't work out. Thank you for sharing the hip-file. I'm going to figure out where I made a mistake.

  • @Bullitain
    @Bullitain 2 года назад

    For future tutorials, could you move the mic further away from the keyboard? It's unbelievably loud and bassy in this

  • @TheFxguy97
    @TheFxguy97 3 года назад

    this is a gem !
    Thanks for the awesome tutorial!

  • @dewhoop
    @dewhoop 4 года назад +3

    Awesome!

  • @jesterchrome
    @jesterchrome 4 года назад +2

    AHHH finally! Thanks for the content mate!

  • @abdullahkolayl5337
    @abdullahkolayl5337 4 года назад +2

    great tutorial than you for making and sharing.

  • @bagotman
    @bagotman Год назад

    Hey, great tutorial! When creating the cluster array, how come you didn't go about using the append function? Such as
    int npt = nearpoint(1, @P);
    int cluster[] = point(1, 'cluster', npt);
    append(cluster, npt);
    i[]@cluster = cluster;

  • @rstudiosvfx
    @rstudiosvfx 3 года назад +1

    excellent tutorial, I applied everything, but it does not get errors with houdini 18.5 in the constraints

  • @francescomarsano1743
    @francescomarsano1743 4 года назад +1

    Awesome content!!! Thanks!

  • @TheMythbusters1234
    @TheMythbusters1234 3 года назад

    I was hoping you could explain how you did the second example where the building get sucked into a spherical shape? I'm looking to achieve the same result with mine but I can't quite figure out how it is done.

  • @zhangzhe5043
    @zhangzhe5043 4 года назад +2

    nice one!

  • @philippaps44
    @philippaps44 2 года назад

    is it possible to object merge the animated constraints from the dop network and bring them back to sops? btw please make more tutorials, they are packed with tips and tricks

  • @bbrother92
    @bbrother92 Год назад

    Could plz explain how you did green sparcles?

  • @ihorkarpiuk4102
    @ihorkarpiuk4102 3 года назад

    hot damn this tutorial is useful, man! Really learned a lot!

  • @HassanJMandour
    @HassanJMandour 3 года назад

    Thank you so much, and if you don't mind clarify this point:
    why have you used pow(0.5, @TimeInc/halflife) for the '@forcestrain' decay?
    isn't "@TimeInc and halflife" time invariants? which makes the whole scaler just a constant for all frames.
    Also, I think halflife is irrelevant for continuous forces, you can just scale 'forcestrain' by a value each time step, like @forcestrain *= 0.1; to build up forces.
    it becomes relevant for impacts, since each impact has its creation time, which then can be used for halflife decay as: pow(0.5, (@Time - @creationtime) / halflife); for each impact.

    • @DiffuseFX
      @DiffuseFX  3 года назад

      Another insightful comment! You could definitely store the decay value at the outset instead of calculating each frame. There's generally very little optimization in my tutorials because tightening things often sacrifices clarity. Also I'm lazy!
      As for the force integration, it depends on whether or not your force is constant, or itself time-varying. A lot of the more fun effects have time-varying forces, in which case they behave more like the impulse model. This setup is meant to be generalizable, but if you know your force is constant, you could certainly get some extra savings that way.
      ps. houdini's SOPs level bullet solver now incorporates glue breaking from forces (among other things) - so if you haven't already, you should crack it open and take a look at SideFX's approach inside the constraint solver!

  • @frankan7736
    @frankan7736 2 года назад

    love this ! thank you!!!!

  • @jonasmortensen1252
    @jonasmortensen1252 3 года назад

    This video is worth more than a billion dollars.

    • @DiffuseFX
      @DiffuseFX  3 года назад

      when can I expect the cheque? XD

    • @DiffuseFX
      @DiffuseFX  3 года назад +2

      (and in all seriousness, something very much like this is now native in houdini in the SOPs level bullet solver!)

    • @jonasmortensen1252
      @jonasmortensen1252 3 года назад

      @@DiffuseFX Make it 2 billion xD

    • @marijnkarsten7323
      @marijnkarsten7323 3 года назад

      @@DiffuseFX Great tutorial! Could you shine a light in how to approach these effects in the sop bullet solver?

  • @AkshayAsarkar
    @AkshayAsarkar 4 года назад

    Awesome 😍. Thanks alot for sharing!!!!!!

    • @DiffuseFX
      @DiffuseFX  4 года назад

      My pleasure! Thanks for watching :)

  • @jamieyyoo7608
    @jamieyyoo7608 3 года назад

    Hey, Thank u for this excellent tut. I got a little question,: what is the difference between dop import and object merge. in another tutorial I saw u use object merge in a sopnetwork inside dop. But this time I tried objectmerge. it did not work. Thanks again BTW do u have paid content available?

    • @DiffuseFX
      @DiffuseFX  3 года назад

      So sorry for not responding sooner (I'm catching up on a bit of a backlog). To be honest, I used merge more often earlier on because I was still getting the hang of dop import. It has more options and controls, which leaves more room for error, so using object merge is always a 'safe' option if you just want the geo now and don't want to worry about anything else. I'd mostly recommend dop import, though, these days.

  • @ramcga
    @ramcga 3 года назад

    quality stuff mate! Kudos ! Subbed!!

  • @tweetbleat487
    @tweetbleat487 3 года назад +2

    Hi, I can't get it to work in houdini 18.5. I get to about 29:00 in but there is no breakage going on, no v forces.
    Does this still work in 18.5?

    • @VentelHD
      @VentelHD 3 года назад

      Same. I have no Forces or Mass in Geometry Spreadsheet...

    • @DiffuseFX
      @DiffuseFX  3 года назад

      I pulled up the original hip (linked in the video description) and it works as expected in 18.5 - nothing has really changed that would break the workflow (though some additions to the rbd SOP solver arguably render this obsolete). If you're not seeing force in the spreadsheet, you probably still have your popforce toggled to 'treat as wind' - in which case the influence is stored in 'targetv'. If you have no mass... that's a lot stranger. It might not exist at frame 1, but the bullet solver computes it automatically, so if it's not there by frame 2 then there are deeper problems in your setup.

    • @VentelHD
      @VentelHD 3 года назад

      @@DiffuseFX Thanks for the answer! I have managed to fix it by simply restarting Houdini and playing to frame 2. Now all forces and mass are visible :)

    • @tweetbleat487
      @tweetbleat487 3 года назад

      @@DiffuseFX hi, have another question. even after i uncheck the ignore mass setting, it's still showing different force values for each piece on each axis.
      not all 10. I'm using houdini 18.5 apprentice.

    • @guymicciche144
      @guymicciche144 29 дней назад

      For me, the answer was to make sure you play past frame 1 to see the force in your Geometry Spreadsheet. Cheers!

  • @pdjinne65
    @pdjinne65 Год назад

    can't this be done with guided sim in 19.5K?

  • @bbossin
    @bbossin 2 года назад

    Hells yeah

  • @eryichen2869
    @eryichen2869 4 года назад

    大佬的教程总是发人深省。

  • @mahirali6201
    @mahirali6201 3 года назад +1

    Hey, can you please explain to me why my @restlength is showing zero?

    • @AM-ki6fb
      @AM-ki6fb 2 года назад +1

      had the same problem - forgot to turn on "length attribute: restlength" in the connectadjacentpieces1 node

  • @nikitaneznamov2617
    @nikitaneznamov2617 3 года назад

    Great!

  • @mahirali6201
    @mahirali6201 3 года назад

    Can anyone please guide me that where did we defined the rest length?

  • @mauriciomaia3628
    @mauriciomaia3628 3 года назад

    Thank you so much for this! Can you make a similar one for the Bullet Solver? Thanks again

    • @DiffuseFX
      @DiffuseFX  3 года назад

      This is bullet...

    • @mauriciomaia3628
      @mauriciomaia3628 3 года назад +2

      @@DiffuseFX I was talking about the process that is done in SOPs with the rbdbulletsolver node.

  • @sungerbob1786
    @sungerbob1786 2 года назад

    so i guess from the tutorial, our rbd sims doesnt have to match real world size?

  • @kbrodeur
    @kbrodeur 3 года назад

    this is very good work, but it's a first draft. make notes on what you didn't need to do, and scripting / pairing mistakes, and shoot it a second time. again, excellent time put into this.

  • @paulb6181
    @paulb6181 2 года назад

    from 14.50 it doesnt work i have rewatched over and over again. you replace a glue constraint with the soft bullet solver and then you replace it back with the glue constraint and nothing hapeens i carried on all the way to 34 minutes did all the code and nothing works. i am using the same version as you and still nothing. however the geometry spreadsheet and everything is correct.

    • @DiffuseFX
      @DiffuseFX  2 года назад

      Sorry to hear that! Can you confirm whether or not the linked hip on my website works for you? I just downloaded it fresh, opened it up, and pressed play - and it works as expected, even in H19...

  • @k4keshaw
    @k4keshaw 2 года назад

    lovelly

  • @VishnuSuresh-ud9ry
    @VishnuSuresh-ud9ry Месяц назад

    great tutorial but your keyboard sounds great

  • @kalaidhasan4072
    @kalaidhasan4072 4 года назад

    can we take RBD simulation from houdini to clarisse for rendering???

    • @DiffuseFX
      @DiffuseFX  4 года назад

      Should be able to. Houdini sits in a lot of pipelines, so it's just a matter of the right export format. I can't tell you much more than that, though - not my expertise!

    • @kalaidhasan4072
      @kalaidhasan4072 4 года назад

      @@DiffuseFX thank you sir...when will be the release of next tutorial ??

  • @bekabaratashvili3178
    @bekabaratashvili3178 4 года назад +1

    OOOOWEEEEEsome!!!

  • @Renix
    @Renix 4 года назад +1

    Anyone else not getting any pieces falling?

    • @DiffuseFX
      @DiffuseFX  4 года назад +1

      Sorry to hear that. I've just uploaded the hip file (linked in the video details now). Check that out and see if it solves anything. If that doesn't help, feel free to get in touch and I can take a look at your hip.

    • @paulb6181
      @paulb6181 2 года назад

      yes same here nothing falling at 14.50 i carried on and did the code got to 34 and still nothing however everything is 100% correct i double checked rewatched the video over and over again and still nothing. even checked the hip file and did a comparison and still nothing im using the same version of houdini

  • @pdjinne65
    @pdjinne65 Год назад

    it'd be REALLY nice if it was just a box to click though...

  • @Vakiwey
    @Vakiwey 3 года назад

    Cool results but I hate wranglers.. hope to get similar results without them

  • @Olenikowo
    @Olenikowo Год назад

    7:33

  • @crypt0sFX
    @crypt0sFX 3 месяца назад

    Way too much vex for me...

  • @jo-vm1hn
    @jo-vm1hn 3 года назад

    Everything was ok but you lost me everytime you started coding , i have to do research to understand what's going on with expressions.. ..thanks for sharing this anyway sir ! i am gonna spend as much time as i can to master all this someday !

    • @DiffuseFX
      @DiffuseFX  3 года назад

      Sorry about that. My love of houdini is closely tied to the fact that it lets you write code, so my approaches do tend to be VEX heavy. I'd say it's worth learning, though - really expands your options!

    • @jo-vm1hn
      @jo-vm1hn 3 года назад

      @@DiffuseFX i am always trying to go to fast , it got me frustrated.Needless to say the file from your site is very helpful for comparing those node and fix my many little mistakes that made the sim not moving, adding some note from your talks in the code (//) helps a ton to understand it and remember what's going on !

  • @paulb6181
    @paulb6181 2 года назад

    wasted over 2 hours of my life or even longer for a tutorial that doesnt work. a great effect but so dissapointing that it didnt work for me,