Hi! I just can't mention that you're doing so great job with structure of your videos, sequence of giving material is so perfect! All that markers and attentions for details in every video helping a lot! Really really nice job on it. I can't image how it's can be done more great.
I think my favorite thing about your videos is how you create problems, then fix them. That really teaches people how to think things through, which is way more valuable than just building the network and telling people "you need this node for this." I'm always better at the end of your videos than I was when I started. :-)
Thanks so much! Sometimes the issues were things I encountered myself, which kind of shows how many mistakes I make myself while building the demo projects, LOL
Great tutorial! Thank you very much! P.S. If someone have same *problem*(just overlooked): You are not seeing your ground plane in Viewport - check you timeline it is must be on first keyframe.
I've learned a lot. I think you make the best tutorials for Houdini. Other ones usually just follow the process. You make people understand the workflow. I can use these techniques in other projects now. Thank you for your effort.
Hi, very good tutorials! Thank you! Maybe you want to make a tutorial how to separate fracturing area from a complex object. So not to break the whole object in pieces but only the area of interest. I tried this but without any success.
Hi, I have some videos on Glue Constraints, not sure if that's what you're looking for. It keeps the fractured pieces bonded in a certain way to control how you want to break the object. Destruction Glue Constraints ruclips.net/video/n0H3NM0EMug/видео.html Destruction Manually Create Glue Constraints from Scratch ruclips.net/video/fMft1nQLmd8/видео.html Control How Glue Constraints Break in Destruction Simulations ruclips.net/video/5S7AxS7Xjq4/видео.html Hope this helps!
That would require glue constraints which will probably be a topic for another video. You need to use the connectedadjacentpieces node and apply it to the fractured pieces and then rename these constraints by using an attribute wrangle (or attribute create node I think might work as well). You need to create an attribute called "constraint_name" & "constraint_type" then in the constraint_name value put "glue" and the constraint_type specify the type of glue you want. There are quite a few. There's stuff like pin, hard constraint, and more, but I don't know the exact name on top of my head and googling it for 5min and still didn't pop up. I will probably do a video on this maybe next month, because I want to finish off the vellum series first. Thanks for watching! I hope this will help. If you're in a hurry to get something working you can check the examples SideFX provides: www.sidefx.com/docs/houdini/nodes/sop/connectadjacentpieces.html
@@bubblepins Thanks for the reply. I haven't gotten that far in my Houdini studies yet,so I will look forward to your next video. But in the meantime I did find a little popwrangle script that helps to freeze the pieces once their velocity goes below a certain level: float freeze_limit = 0.1; if (length(@v) < freeze_limit) i@active = 0;
@@GlennDawick Nice find! I like your creativity! There are so many ways to do things in Houdini, which is why I like the software so much. Thanks for sharing! I had forgotten that it's also possible to use the SOP solver to control the fractured pieces, I might share this knowledge in the next video.
Hi! Another great tutorial 🙌🏻 But as I was recreating this by myself after watching the tutorial I felt like it was missing out on the cracks that develop and travel throughout the surface of the body after which the pieces finally fall apart. I know it only takes a fraction of a second for that to happen but I feel it would add a whole lot of realism to the final result. So any chance you could do a video on that? And if not maybe explain how to achieve that? Perhaps animating the cracks or something?
Yeah I know what you mean. When you pump the noise level too high, it starts to displace to the exterior of the model and starts to show on the outside surface. Try to keep the noise level very low. This way the displacement won't show when the model collapses back together. Or you can select in inside pieces and only apply noise for those interior pieces that are deep enough, for example, pieces that are not on the surface or pieces that are not on the surface of the angle facing the camera, so it won't show in the shot. The more advanced way, you can use a SDF to detect if the displacement is extending to the outside of the model. I did think about doing a video on this, but to be honest it's very complex for just something like that, not sure if anyone will watch that video to the end LOL. Maybe I can do a blog post, that might be a better choice. But to give you an idea what you would need to know about SDF, I did a video for a different effect using SDF: ruclips.net/video/rGNtGkuZdsA/видео.html It won't be as complex as this because this video explains the SOP solver stuff as well. And to get rid of the cracks using the SDF technique I think will be very similar fashion. There is another option, Houdini has this new RBD Tools that came out and it does this automatically. However the RBD Tools are a very different workflow compared to the traditional destruction method shown in this video. ruclips.net/video/FOGrNuBGnz8/видео.html Hope this all helps.
Mine works like yours in Houdini 19 even though the file cache and a few other node parameters look different, but when I tried to save the file cache to disk using a single frame like you do, I only get one frame in the timeline and then nothing on frame 2 when I delay load. So I did a test and saved to disk frames 1 and 2 to file cache, and lo and behold 1 and 2 worked in the lo-to-hi-res swapped sim. So I'm exporting all frames and it looks like that will work. Just wondering why, since you explicitly said NOT to do this. Great tutorial btw!
Sorry to disturb you, I have a problem. When I switch the mode of the solver engine in the "rigid body solver" node to "RBD", my simulation suddenly becomes out of work. My object still fall to the ground, but it won't shatter. I‘d like to ask why? Is it because "RBD" mode can't solve "rbdpackedobject"? Thanks
I believe you are correct. The packed object is only recognized by Bullet Solver. I found a small blub about this on Houdini's docs: www.sidefx.com/docs/houdini/nodes/dop/rbdpackedobject.html "This object representation is currently only understood by the Bullet Solver." Hope this helps!
Has the shape changed? Try putting an asterick in the hard edges parameter in the remesh node. And also, this video is a little dated, because Houdini has released a new set of RBD SOP nodes that I'm currently demonstrating in my new Cinematic Destruction mini-series.
@@testvideo305 I think the remesh is creating too much topology, you can try adjusting the min. edge length. But I wonder if the issue may be that the details in the RBD Fracture node for the details noise is set too high, which may be the root of your issues. The Noise Details of the interior needs tweaking until you get the desired look.
@@testvideo305 The remesh and pointjitter adds a little bit of touch to the details, the remesh only adds enough topology for the pointjitter to do it's magic. Without topology, the pointjitter is useless and you need to tweak the scale of the pointjitter, if the scale is 0 there won't be anything there. If you increase the scale a bit larger, you should see something happen.
Hi! I just can't mention that you're doing so great job with structure of your videos, sequence of giving material is so perfect! All that markers and attentions for details in every video helping a lot! Really really nice job on it. I can't image how it's can be done more great.
Thank you so much!! I'm so appreciative that everyone likes the videos! It makes all the effort worth it!
I think my favorite thing about your videos is how you create problems, then fix them. That really teaches people how to think things through, which is way more valuable than just building the network and telling people "you need this node for this." I'm always better at the end of your videos than I was when I started. :-)
Thanks so much! Sometimes the issues were things I encountered myself, which kind of shows how many mistakes I make myself while building the demo projects, LOL
Nothing better than this Tutorial.. Thanks a lot!!
Thanks for watching!
Great tutorial! Thank you very much!
P.S. If someone have same *problem*(just overlooked): You are not seeing your ground plane in Viewport - check you timeline it is must be on first keyframe.
Good tip!
I've learned a lot. I think you make the best tutorials for Houdini. Other ones usually just follow the process. You make people understand the workflow. I can use these techniques in other projects now. Thank you for your effort.
Thanks!
Hey BP, I can't tell you have helpful your tutorials have been in learning Houdini. Thanks a ton!
=) Awesome!
Hi, very good tutorials! Thank you! Maybe you want to make a tutorial how to separate fracturing area from a complex object. So not to break the whole object in pieces but only the area of interest. I tried this but without any success.
Hi, I have some videos on Glue Constraints, not sure if that's what you're looking for. It keeps the fractured pieces bonded in a certain way to control how you want to break the object.
Destruction Glue Constraints
ruclips.net/video/n0H3NM0EMug/видео.html
Destruction Manually Create Glue Constraints from Scratch
ruclips.net/video/fMft1nQLmd8/видео.html
Control How Glue Constraints Break in Destruction Simulations
ruclips.net/video/5S7AxS7Xjq4/видео.html
Hope this helps!
Круто! Спасибо
Thank you nice explanations !
Thanks for watching!
Thanks for the tips! What is a good way to prevent the parts from continuously moving once broken?
That would require glue constraints which will probably be a topic for another video. You need to use the connectedadjacentpieces node and apply it to the fractured pieces and then rename these constraints by using an attribute wrangle (or attribute create node I think might work as well). You need to create an attribute called "constraint_name" & "constraint_type" then in the constraint_name value put "glue" and the constraint_type specify the type of glue you want. There are quite a few. There's stuff like pin, hard constraint, and more, but I don't know the exact name on top of my head and googling it for 5min and still didn't pop up. I will probably do a video on this maybe next month, because I want to finish off the vellum series first.
Thanks for watching! I hope this will help. If you're in a hurry to get something working you can check the examples SideFX provides:
www.sidefx.com/docs/houdini/nodes/sop/connectadjacentpieces.html
@@bubblepins Thanks for the reply. I haven't gotten that far in my Houdini studies yet,so I will look forward to your next video.
But in the meantime I did find a little popwrangle script that helps to freeze the pieces once their velocity goes below a certain level:
float freeze_limit = 0.1;
if (length(@v) < freeze_limit)
i@active = 0;
@@GlennDawick Nice find! I like your creativity! There are so many ways to do things in Houdini, which is why I like the software so much.
Thanks for sharing! I had forgotten that it's also possible to use the SOP solver to control the fractured pieces, I might share this knowledge in the next video.
Hi! Another great tutorial 🙌🏻 But as I was recreating this by myself after watching the tutorial I felt like it was missing out on the cracks that develop and travel throughout the surface of the body after which the pieces finally fall apart. I know it only takes a fraction of a second for that to happen but I feel it would add a whole lot of realism to the final result. So any chance you could do a video on that? And if not maybe explain how to achieve that? Perhaps animating the cracks or something?
Yeah I know what you mean. When you pump the noise level too high, it starts to displace to the exterior of the model and starts to show on the outside surface. Try to keep the noise level very low. This way the displacement won't show when the model collapses back together. Or you can select in inside pieces and only apply noise for those interior pieces that are deep enough, for example, pieces that are not on the surface or pieces that are not on the surface of the angle facing the camera, so it won't show in the shot.
The more advanced way, you can use a SDF to detect if the displacement is extending to the outside of the model. I did think about doing a video on this, but to be honest it's very complex for just something like that, not sure if anyone will watch that video to the end LOL. Maybe I can do a blog post, that might be a better choice.
But to give you an idea what you would need to know about SDF, I did a video for a different effect using SDF:
ruclips.net/video/rGNtGkuZdsA/видео.html
It won't be as complex as this because this video explains the SOP solver stuff as well.
And to get rid of the cracks using the SDF technique I think will be very similar fashion.
There is another option, Houdini has this new RBD Tools that came out and it does this automatically. However the RBD Tools are a very different workflow compared to the traditional destruction method shown in this video.
ruclips.net/video/FOGrNuBGnz8/видео.html
Hope this all helps.
superb, thanks!
Thanks!
Mine works like yours in Houdini 19 even though the file cache and a few other node parameters look different, but when I tried to save the file cache to disk using a single frame like you do, I only get one frame in the timeline and then nothing on frame 2 when I delay load. So I did a test and saved to disk frames 1 and 2 to file cache, and lo and behold 1 and 2 worked in the lo-to-hi-res swapped sim. So I'm exporting all frames and it looks like that will work. Just wondering why, since you explicitly said NOT to do this. Great tutorial btw!
Yeah sometimes that gets me too. Double check if you got $F variable in there, otherwise it'll just save one frame. But nice debugging work!
Sorry to disturb you, I have a problem. When I switch the mode of the solver engine in the "rigid body solver" node to "RBD", my simulation suddenly becomes out of work. My object still fall to the ground, but it won't shatter.
I‘d like to ask why? Is it because "RBD" mode can't solve "rbdpackedobject"?
Thanks
I believe you are correct. The packed object is only recognized by Bullet Solver. I found a small blub about this on Houdini's docs:
www.sidefx.com/docs/houdini/nodes/dop/rbdpackedobject.html
"This object representation is currently only understood by the Bullet Solver."
Hope this helps!
@@bubblepins Thank you!
nice tuto,but...voice is too low
drive.google.com/file/d/1OmkyvPIcpKCKW2qrKxgnLhfZD1RaCYB7/view?usp=share_link in 5:48, after remesh, my object look really bad.do you know why?
Has the shape changed? Try putting an asterick in the hard edges parameter in the remesh node. And also, this video is a little dated, because Houdini has released a new set of RBD SOP nodes that I'm currently demonstrating in my new Cinematic Destruction mini-series.
when i putting an asterick in the hard edges parameter. it gives me Fatal error: Segmentation fault, then houdini quit.
@@bubblepins I think my Object in perspective view looking bad. it doesn't have any details. after remesh and pointjitter.
@@testvideo305 I think the remesh is creating too much topology, you can try adjusting the min. edge length. But I wonder if the issue may be that the details in the RBD Fracture node for the details noise is set too high, which may be the root of your issues. The Noise Details of the interior needs tweaking until you get the desired look.
@@testvideo305 The remesh and pointjitter adds a little bit of touch to the details, the remesh only adds enough topology for the pointjitter to do it's magic. Without topology, the pointjitter is useless and you need to tweak the scale of the pointjitter, if the scale is 0 there won't be anything there. If you increase the scale a bit larger, you should see something happen.