Particle instancer to rbd object || HOUDINI TUTORIAL

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  • Опубликовано: 29 окт 2024

Комментарии • 67

  • @madjidbouharis729
    @madjidbouharis729 Год назад

    Thank you so much mate, that assemble node gave me a headache this whole evening thanks so much, you saved my day

  • @alphaillusion4541
    @alphaillusion4541 3 года назад +1

    Believe it or not, this has just saved my project. Thank you champ! 👍👍👍

  • @Masarra2017
    @Masarra2017 4 года назад +2

    One of the most beautiful channels of Houdini education ... But at every end of the lesson you must give us an overview of the Render method

  • @ABlackbirdCalledSue
    @ABlackbirdCalledSue 4 года назад +3

    very nice! Clear & concise and just what I was looking for!

  • @3dBlenderLab
    @3dBlenderLab 3 года назад +1

    Omgggg thank you very much! Much love and appreciation from the PH!!

  • @harshavardhanks2624
    @harshavardhanks2624 3 года назад +1

    excellent video, just wat i was looking for. Thanks

  • @gouravkd8545
    @gouravkd8545 Год назад

    To the point. Perfect!! Thanks.

  • @mareknovotny5833
    @mareknovotny5833 3 года назад +3

    For Houdini 18.5 try to use RBD solver its much faster, use instancing in copys... it much easier for pc to calculate

    • @wetpanda4140
      @wetpanda4140 3 года назад +1

      i tried using pack and instance in copytopoints and then using the rbd solver but its slower than the bullet solver w assemble node - what did you mean by instancing copies, is there an instance node?

    • @juancarlosgzrz
      @juancarlosgzrz 2 года назад +2

      @@wetpanda4140 it is faster but collisions aren't working, he should tell the story complete

  • @travislrogers
    @travislrogers 4 года назад +1

    Great info and well presented! Thanks for sharing your knowledge!!

  • @raheel_qureshi
    @raheel_qureshi 4 года назад +1

    nice bro this is very helpful for me thanks

  • @Explorelifewithoshin
    @Explorelifewithoshin 4 года назад +2

    Bhut bdia sir ji... Aap hi ek hope ho😀

  • @rohitsrivastava9471
    @rohitsrivastava9471 3 года назад +1

    Great. Will try in Houdini 18.5

  • @marc1137
    @marc1137 Месяц назад

    in the same way could convert this balls to cloth like vellum? , i cant find a way in maya since each particle create new mesh and crash

  • @mtscott44
    @mtscott44 Год назад

    This is awesome thanks man. But how to create a custom collision object instead of ground plane? I can't import one...

  • @mithunkrishna3567
    @mithunkrishna3567 Год назад

    what if I have to use a voronoi effect or material fracture for breaking those objects, also to break at specific area for collision.

  • @pankaj_nishad98
    @pankaj_nishad98 4 года назад +1

    Fantastic Tut. Bro....keep it up

  • @arsenurano4164
    @arsenurano4164 5 месяцев назад

    thanks for your tutorial. I found that the attribute "w" seens to be broken it always has a small value like 15degree/s but I can see the object spin at a fast speed....

  • @gouravkd8545
    @gouravkd8545 11 месяцев назад

    what if I want to replace all the primitive geometry to high poly meshes AFTER the simulation. Is it possible? As far as I know, if initial geometry is not changed, then it is possible but in our case initial geometry is continuously generated with particle system which then seem hard to replace to our custom mesh (high poly mesh).

    • @MRFXoriginal
      @MRFXoriginal  10 месяцев назад

      We can give some attribute to our geometry and then we can replace them with high poly based on those attribute

    • @MRFXoriginal
      @MRFXoriginal  10 месяцев назад

      Btw nice thought i will give it a try

  • @gsanimation6107
    @gsanimation6107 3 года назад +1

    Thanks for lesson. But, how we can export to alembic this rbd?

  • @TalkThisOut
    @TalkThisOut 3 года назад +1

    super useful video! ty fam!

  • @christopherhearty5451
    @christopherhearty5451 Год назад

    How do you apply materials to the specific objects like in the thumbnail?

    • @MRFXoriginal
      @MRFXoriginal  10 месяцев назад

      In starting when we connect object to the switch node use material node and apply material to the objects

  •  3 года назад +2

    Hey MR. FX. Very useful tutorial, thank you. I want to export this simulation as particle animation with position and rotation variables. So I can import it to Cinema 4D and clone my objects on exported particles. How I can do it? I only want variables and particles without geometry.

  • @andymore4587
    @andymore4587 3 года назад

    Very useful Tutorial ! Thank you so much

  • @StaticX73
    @StaticX73 2 года назад

    how your simulation goes fat inside the dopnet node? mine goes super slow

  • @NextroneOfficial
    @NextroneOfficial 4 года назад +1

    Why didn't you enabled "pack and instance" option in the copytopoints sop, and instead you went with assemble?

  • @matze2001
    @matze2001 3 года назад +1

    THX for this tutorial!

  • @romangoncharov9749
    @romangoncharov9749 Год назад

    Hi, how setup partical behaviour for stick to surface ?

    • @MRFXoriginal
      @MRFXoriginal  Год назад

      u can ray to the surface geometry if its plane

  • @sphanhoo
    @sphanhoo 2 года назад

    Good tutorial,Thx

  • @rostyslavshmatkov8112
    @rostyslavshmatkov8112 2 года назад

    How increase pscale with time if we delete particles? I want my sphere make bigger with age.

  • @jingchen3863
    @jingchen3863 3 года назад

    Hi , How to make sure the color and texture of each instance will remain after the RBD Dop network simulation ?

    • @MRFXoriginal
      @MRFXoriginal  2 года назад

      join the whatsapp group and discuss there

  • @onkarbhade7277
    @onkarbhade7277 4 года назад +1

    Nice

  • @SwitchMaxFX
    @SwitchMaxFX 3 года назад +1

    how can i replace the low res pieces with high res geo?

    • @MRFXoriginal
      @MRFXoriginal  3 года назад

      U can use transform pieces or u can use vex also

    • @SwitchMaxFX
      @SwitchMaxFX 3 года назад

      @@MRFXoriginal having some trouble with the setup here. this is my node setup currently. is there something I have to add also in the dopnet node? i.imgur.com/GP8qsdt.png

  • @felipeseixascoelho8910
    @felipeseixascoelho8910 4 года назад +1

    This is GREAT, thanks a lot! If I may ask something, I made a simulation of rocks using this setup and made a material using some noises. But when I apply to the dop import of the final sim, the material does not stick to each rock, rather it stays like a big texture with the rocks passing over. I'm wondering that I need to make a uv for each rock, do you have any ideia of how? Thanks again!

    • @MRFXoriginal
      @MRFXoriginal  4 года назад +1

      First of all cache ur rbd sim as points in dopimport then use us uv rocks with transfoem point node it should work

    • @felipeseixascoelho8910
      @felipeseixascoelho8910 4 года назад +1

      @@MRFXoriginal Thanks for your quick answer! Congrats for your work!

  • @kaumbakonga2144
    @kaumbakonga2144 4 года назад +1

    is there a way to have the objects follow a path?

  • @bokajon
    @bokajon 17 дней назад

    In Houdini 20.5 I had to use the RBD Solver instead of the Bullet Solver in order to make it work. Not sure why unfortunately.

  • @krishnanunnib4546
    @krishnanunnib4546 3 года назад

    Won't this create a lot of rbd-packed objects? (Check spreadsheet)

  • @kyozhan7172
    @kyozhan7172 4 года назад

    hello,not all of em can be render out,why?

  • @markssali7528
    @markssali7528 Год назад +1

    this deosnt work with houdini 19 ,keep in mind

  • @surendirenparthasarathy9087
    @surendirenparthasarathy9087 3 года назад

    How to export end to alembic?

  • @dreamsprayanimation
    @dreamsprayanimation 21 день назад

    Or you could just put $FF in the global seed of the scatter node.

  • @juancarlosgzrz
    @juancarlosgzrz 2 года назад +1

    This doesn't work with Houdini 19

    • @Mati_Motion
      @Mati_Motion Год назад +1

      I already noticed that trying in 19.5 ... that sucks... how to do it ?

  • @controlCcontrolVmedia
    @controlCcontrolVmedia 8 месяцев назад

    i had to turn off the first gravity node inside the POP-network >>>>>>>I hope this comment will save someone 2 hours of scratching ur head