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Destruction

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Shutter_demo. New Tutorials about destruction. Hi Houdiners!!

New Tutorials about destruction

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 ). We are going to explore some of the different methods of creating scenes ready for RBD Fractured Simulations, we will explore some interesting nodes like the " For each node" , Partition node, RBD glue object, at the same time different options for creation of groups based on attributes, using nodes for user defined selections or simply random, among other things.

Burrowing under a brick road. Spawning RBDs When Particles Collide With Geometry. Hey guys,I'm new to Houdini and newer to the forums.

Spawning RBDs When Particles Collide With Geometry

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. The plane fracture. Dynamic release. Make Breakble and Debris problem. Hi Mirco, Yes, the "Debris" tool is really designed to work with the older RBD Glue and Fracture objects.

Make Breakble and Debris problem

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. FX Portfolio: The Copy Loop Technique. 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.

FX Portfolio: The Copy Loop Technique

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.Copy each piece back onto its corresponding point. Creating Groups The first step is key. Say you have created a fractured model using the Voronoi node. Voronoi - dynamic - location based fracture (WIP) - od[forum] - Page 1.6. RBD activation (.hipnc for testing included) I've been using this solution I found..i think it was here on odforce.

RBD activation (.hipnc for testing included)

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. Maybe something like this already is out there, or a better solution, just thought I'd share what was a big speed increase and worked for me, hope you like it.

View on Vimeo. Vilnius Mayor A.Zuokas Fights Illegally Parked Cars with Tank. Simulation of destruction. Building Collapse R&D WIP. BreakUpStreet WIP01. Jdam explosion test. Fuel-Air Explosive WIP. DESTRUCTION WITH DMM. Rapid explosion making of. MSU Tower Destruction. Destruction Breakdown. Destructible pillars. Small Wall Explosion.

Ref

Underwater atomic explosion. Power of gas repeat solver. 'JuriBryan', on 28 Mar 2012 - 08:42 AM, said:

power of gas repeat solver

Houdini - Explosions (R&D-01) Site:odforce.net level sets. High Resolution Explosion - od[forum] - Page 1.3. 'MENOZ', on 28 Feb 2011 - 5:30 PM, said: very cool example!

High Resolution Explosion - od[forum] - Page 1.3

But I don't understand the use of the vorticles. Level set method. Video of spiral being propagated by level sets (mean curvature flow) in 2D.

Level set method

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. All these make the level set method a great tool for modeling time-varying objects, like inflation of an airbag, or a drop of oil floating in water. Level set method[edit] An illustration of the level set method The figure on the right illustrates several important ideas about the level set method. Houdini - 3D Animation and VFX. Art of Destruction (or Art of Blowing Crap Up) Destruction pipelines today are key aspects of any major visual effects pipeline.

Art of Destruction (or Art of Blowing Crap Up)

2012: Disaster Porn. To bring general world-ending mayhem to his latest disaster film, 2012, director Roland Emmerich relied on a contigent of effects vendors under the supervision of Volker Engel and Marc Weigert.

2012: Disaster Porn

In this article, we focus on the work of two of those vendors: Digital Domain and Sony Pictures Imageworks. In this week’s fxpodcast, we discuss Double Negative’s work on the film. Podcast. Bullet Open Source Physics Engine. Several of the top visual effects studios and game developers are now adopting the Bullet open source physics engine for collision detection and rigid body dynamics work.

We talk exclusively to Bullet’s main author Erwin Coumans about the current implementation of the physics engine and its future development. Bullet has certainly been used in some recent high profile films by major visual effects studios, who, says Coumans, often customize the code with their own in-house work and combine it with pre-fracturing tools.

The physics engine was adapted by Digital Domain for the studio’s Los Angeles destruction effects in 2012, and by Framestore in its in-house fBounce tool for Sherlock Holmes. Weta Digital also integrated Bullet into its proprietary wmRigid software for rigid body simulation on The A-Team. Software companies, too, have now integrated Bullet into their applications. Bullet was used in 2012. RayFire Technical Demonstration. Destroyed in Seconds - Chaos.