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Hi Houdiners!! how are you? I am just posting this message to let you know that I just uploaded 3 more hours of videos aboout breaking objects ( Now the kit is complete almost 4 Hours ). http://cardanfx.com/...ni/Destruction/
cspears2002, on Sep 9 2008, 07:30 AM, said: ... 1) Some of my bricks are interpenetrating. 2) There is a weird "shifting" in the surface. I'm not sure what is causing this.
Hey guys, I'm new to Houdini and newer to the forums. I am working on an effect in which I have many objects falling, hitting a plane, and where each object collides with the plane I want to spawn a few cubes. The effect is supposed to look like debris kicked up by the objects hitting the ground, but in the form of cubes. The objects are copy stamped onto particles that are falling, and I need the cubes to be RBD objects so they tumble away physically accurately. So far I am achieving this by having particles - with polygon circles copy stamped onto them - fall until they collide with the ground.
nran, on 23 April 2012 - 11:43 AM, said: Hi mergen, Here is the hip file(H12.581) plane_crash.hipnc , very simple example, but you can "expand" on your plane.
Hi Mirco, Yes, the "Debris" tool is really designed to work with the older RBD Glue and Fracture objects. You can emit debris from dynamically fractured objects pretty easily, but there are a couple of steps involved. It actually works better than the Debris tool in some ways, since that tool relies on proximity to detect when pieces have fractured, which can be a bit slow and inaccurate.
The Copy Loop Technique is useful for manipulating groups as if they were simple points or particles and want to avoid using DOPs if you don't need exact precision. You can follow along with this example file: copy_loop_example.hip The method is broken down into 4 main steps: Create an ordered list of groups for each "piece". Create a single point at the center of each piece. Transform each piece to the global origin.
Mario Marengo, on May 22 2009, 02:05 PM, said: Someone's having way too much fun around here. Heh, yeah I think I went a little fanboy there when I realized how easy it was to implement explosions.
I've been using this solution I found..i think it was here on odforce. Where you could animated a bounding box, and activate physics bodies based on alot of attribute color management in a ForEach SOP. However I noticed that when you come up to 2-300 pieces and above the ForEach SOP doing this slows down your sim alot. So I did this dirty little solution, it also uses a ForEach SOP, but alot less attribute managment inside, it uses a VOP_SOP. so it's rather fast. It probably can "missfire" if you have groups of pieces that are not connected. and you may want to tweak the settings some if you have strange mesh. I included a .hipnc if you want to test it out, there are two geo's in /obj, 1 is the solution I used before, and the other is the VOP_SOP solution.
ryew, on 25 March 2012 - 05:20 PM, said: Very cool, I could watch that stuff all day! Thank you! Quote Have you tried this workflow with Houdini 12 yet?
I have always tried to create my effects w some variation of POPs, so I decided it was finally time to sit down and learn smoke. To do that Ive been trying to put together a personal project of a hole blowing out of a wall in the parking lot of my building. Sooo heres my progress so far. would love to hear feedback, good bad, or ugly. Im still trying to figure out what forces to use, how to dissipate better and how to control my shaders better... but here it is. most current video(10/5/11): View on Vimeo .
JuriBryan, on 27 March 2012 - 10:42 PM, said: hey I am quite new to customizing all my Dops in such a way... so I was wondering over a few things... First and for all... how do you keep the nice looking shape in your fire with the repeat solver in the network? when ever I want to use it all i get is a big ball and thats it. but you still got swirl and everything in the shape and no matter what I do i never get something that looks even close to ok. And my second question would be, how to you break geo with fluid effects? I went over your scene file a hundred times and I thought that I found out how(enabling the "collision from velocity field" function in the pyro object) but its never breaking the geo....
MENOZ, on 28 February 2011 - 07:30 AM, said: very cool example! but I don't understand the use of the vorticles. I thought that they are generated inside the smoke solver, so I don't understand why you added them.
Video of spiral being propagated by level sets (mean curvature flow) in 2D. LHS shows zero-level solution. RHS shows the level-set scalar field. The level set method (LSM) is a numerical technique for tracking interfaces and shapes . The advantage of the level set method is that one can perform numerical computations involving curves and surfaces on a fixed Cartesian grid without having to parameterize these objects (this is called the Eulerian approach ). [ 1 ] Also, the level set method makes it very easy to follow shapes that change topology , for example when a shape splits in two, develops holes, or the reverse of these operations.
Destruction pipelines today are key aspects of any major visual effects pipeline. Many current pipelines are based on Rigid Body Simulations (RBS) or otherwise referred to as Rigid Body Dynamics (RBD), but a new solution – Finite Element Analysis (FEA) – is beginning to emerge. In this ‘Art Of’ article, we talk to some of the major visual effects studios – ILM, Imageworks, MPC, Double Negative and Framestore – about how they approach their destruction toolsets. In VFX and CGI, RBS is most often relevant to the subdivision of objects due to collision or destruction, but unlike particles, which move only in three space and can be defined by a vector, rigid bodies occupy space and have geometrical properties, such as a center of mass, moments of inertia, and most importantly they can have six degrees of freedom (translation in all three axes plus rotation in three directions).