Applied Houdini Rigids II version 2.0 - Structure Destruction

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  • เผยแพร่เมื่อ 6 ต.ค. 2024
  • Master building destruction today with Applied Houdini here: bit.ly/3fyV3cu
    Applied Houdini is back with a huge upgrade to one of my most popular tutorials, Rigids II - Structure Destruction! In this lesson we're going to procedurally model a building that takes advantage of geometry instancing in order to create a super memory efficient and detailed rigid body simulation that is still art directable! This beautiful concrete and glass building will be held together with a custom constraint system, and then blown up over and over again when we run a bunch of simulations using Houdini's new Procedural Dependency Graph (or PDG) workflow. These "wedges" will use TOPs nodes to run sims at the same time, render previews, burn in text, and even create final movies on disk that we can use to make decisions about our sim settings. Once we converge on a simulation that we like, we'll shade, light, and render it in Mantra - but also as a bonus, I'll show you how to optimally import our result into Solaris as well, using LOPs to bring our still instanced-enabled geometry over to USD so we can render our building collapse in Karma. There's a lot to learn and love in this new update, and I hope you have fun exploring all the new ways making detailed destruction in Houdini is better than ever!
    Applied Houdini is a production quality oriented series created by Steven Knipping (www.imdb.com/n..., currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Star Wars: Rise of Skywalker, Star Wars: The Last Jedi, Aquaman, Star Wars: Rogue One). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space.

ความคิดเห็น • 58

  • @TheHenryMedhurst
    @TheHenryMedhurst 4 ปีที่แล้ว +5

    Amazing! Applied Houdini Rigids 2 was one of my first training courses. So much cool stuff! 👏🏻👏🏻👏🏻

  • @kotofelius
    @kotofelius 3 ปีที่แล้ว +2

    Very cool. Some advice. When you using pdg, lower simulation cache amount. This preview cache was stacking, overflowing memory and may crash Houdini.

    • @nothingifnotcritical
      @nothingifnotcritical  3 ปีที่แล้ว +1

      Indeed, a good tip!

    • @kotofelius
      @kotofelius 3 ปีที่แล้ว +1

      @@nothingifnotcritical oops, sorry, not english speaker. Maybe I don't explain this correct for peoples. Main issue is the all pdg running instances trying to save this preview cache in memory, while doing this jobs. This means Houdini store this 5000 mb, per instance, from no reason, but doing this. When running several particle simulation(using pdg) this difference between fill all memory and close(5000mb) or use several Gigs and work (100mb). I can recommended disable cache before running pdg, but, for some reason, I have the situation where disable cache change entirely the simulation behaviour.
      Thank you for yours tutorials, keep being that positive as we seen you.

    • @nothingifnotcritical
      @nothingifnotcritical  3 ปีที่แล้ว

      @@kotofelius Thanks!

  • @jonasmortensen1252
    @jonasmortensen1252 4 ปีที่แล้ว +1

    Add to checklist, Bought

  • @resilientpicture
    @resilientpicture 4 ปีที่แล้ว

    Awesome stuff, thank you

  • @alextepper7827
    @alextepper7827 2 ปีที่แล้ว +2

    Hi Steven,
    I'm having some trouble in 4B. When I create outside and inside groups before the rbd material fracture I get a lot of artifacts/errors if I keep interior detail turned on. It seems like the rbd fracture is trying to add detail to the thin sides of the wall, as well as the new faces coming from the boolean fracture. Basically all of the primitives labeled 'inside' before the rbd material fracture end up ugly and distorted.
    One solution is to call the inside group something different before the rbdmaterialfracture, like "inside_prefracture", then use a group combine after the fracture to add those primitives to the inside group. However, you didn't need this additional work so I wonder if I'm missing something easy.
    Thank you for your great tutorials!

  • @ZeNoNThErMaL
    @ZeNoNThErMaL 4 ปีที่แล้ว

    Yesssss!!! I was waiting for this one! Thank you! Is the volumes v2 on explosions next on your list? 🤞🤞

  • @pieratesofcarribean
    @pieratesofcarribean 4 ปีที่แล้ว

    Awesome Stuff master

  • @VincentG991
    @VincentG991 4 ปีที่แล้ว +1

    Hey Steven you think you can do a video breakdown of some of the shots you've done on Star Wars and talking about some of the challenges?

    • @nothingifnotcritical
      @nothingifnotcritical  4 ปีที่แล้ว +1

      Hello! That's a good idea, perhaps I can...

    • @VincentG991
      @VincentG991 4 ปีที่แล้ว

      Steven Knipping WOULD LOVE EVERY SECOND

  • @DimaShishkov
    @DimaShishkov 4 ปีที่แล้ว

    Amazing.

  • @latenightpiano5733
    @latenightpiano5733 4 ปีที่แล้ว +2

    So cool! Its one if your if nit the beat lesson yet!
    do people that bought the old one get the new one for free?

    • @anthonysvfx8424
      @anthonysvfx8424 4 ปีที่แล้ว

      On CGCircuit, it indicates that if you bought the first version after March 1, 2020 then you get this upgrade for free. Otherwise, there is so much new material that it is mostly a reworked approach warranting purchase.

    • @nothingifnotcritical
      @nothingifnotcritical  4 ปีที่แล้ว +1

      @@anthonysvfx8424 That's right!

    • @fidofx2189
      @fidofx2189 4 ปีที่แล้ว

      @@nothingifnotcritical Hey Steve is it here like with Volumes that we get a 50% discound on this lesson if we bought Rigids 2?

    • @nothingifnotcritical
      @nothingifnotcritical  4 ปีที่แล้ว

      @@fidofx2189 That coupon system isn't set up yet for the other v2.0 classes yet (including this one), but I plan on doing so!

  • @neroshoudini1495
    @neroshoudini1495 4 ปีที่แล้ว

    great!man!

  • @caskal
    @caskal 4 ปีที่แล้ว

    Love it! Does the tutorial use the new rbd workflow? With rbdsolver?

    • @VincentG991
      @VincentG991 4 ปีที่แล้ว

      Not enough control with the RBD solver but it does use the new RBD nodes.

  • @unxetas3
    @unxetas3 4 ปีที่แล้ว

    Steven! Going through this right now, awesome update so far. However, got to the bit where I make the foundation not active, but the building still collapses :D Looking at the constraints, a lot get broken right on frame 2, and it propagates from there. Any tips? I can multiply the glue constraints by a silly number and the building reluctantly stays up, but.. I gotta be missing something obvious. Any ideas?

    • @unxetas3
      @unxetas3 4 ปีที่แล้ว +1

      welp.. sorted it out. This is a perfect example of why I think overtime is the sux0r. The kind of shtuff you do at 2am... I had the blast node to visualize the external constraints plugged in to the main tree so the clusters had no constraints between them.

  • @byronencar
    @byronencar 3 ปีที่แล้ว

    Hey Steven,
    Was told you answer here more frequently than on the page.
    I'm having trouble in 5a. Construct in particular creating the construct instance. I'm on 18.5 so maybe there is a slight difference.
    Creating the attribwrangle VEX, the outer floor edges of the building aren't going away. On top of that when I put the display on the instance node, I don't see anything at all, only if I bypass the attribwrangle node.
    Any quick clue off top of your head?

    • @nothingifnotcritical
      @nothingifnotcritical  3 ปีที่แล้ว

      Hmmm, it's hard to say from here! You can email me your file at contact@appliedhoudini.com though, and I'll take a look! It's very unlikely that it's a 18.5 vs 18 issue though - double check the VEX code is exactly right, and then send me your file if you're still stuck!

    • @byronencar
      @byronencar 3 ปีที่แล้ว

      @@nothingifnotcritical wow that was quick! do I just send the .hip file? Will attach a screenshots so it's quick

    • @nothingifnotcritical
      @nothingifnotcritical  3 ปีที่แล้ว

      @@byronencar Yep, the hip file, screenshots are good too, and also the exact time in the 5a. chapter so I can see where you were. Thanks!

  • @VincentG991
    @VincentG991 3 ปีที่แล้ว

    Hey Steven, question for you. Under the construction part of the lesson you instance pieces to reconstruct the building with the fractured pieces and you fix a scale issue for the floor. At this point in the lesson on a different note, how would you go about rotating instanced pieces to be what it was in the original copy to transform? I have a copy to transform node that makes 4 copies of the same wall and I rotated the copies 90 degrees which made a normal 4 walled structure, I was curious how I can take that rotation and apply that to my instanced pieces. Hope that makes sense.

    • @nothingifnotcritical
      @nothingifnotcritical  3 ปีที่แล้ว

      Hello! Shoot me an email at contact@appliedhoudini.com and we can talk about it! I think generally you are asking how to extract the transform from a packed primitive, which can get a little complicated...

    • @VincentG991
      @VincentG991 3 ปีที่แล้ว

      @@nothingifnotcritical The forum on SideFX helped out with having me add a point wrangle in the /obj/layout/ section with p@orient = {0,0,0,1}; Seems to have resolved the issue.
      Thank you so much for responding though Steven, I dig this tutorial and I am experimenting with different models utilizing your same techniques.
      www.sidefx.com/forum/topic/77797/

    • @nothingifnotcritical
      @nothingifnotcritical  3 ปีที่แล้ว +1

      @@VincentG991 Awesome, and you're welcome! Feel free to email me in the future too if you have any other questions!

    • @nothingifnotcritical
      @nothingifnotcritical  3 ปีที่แล้ว +1

      @@VincentG991 Ha, I just read the forum post you linked - that's a perfect solution, and easier than my suggestion was going to be, thanks for linking!

    • @VincentG991
      @VincentG991 3 ปีที่แล้ว

      @@nothingifnotcritical I will for sure, thank you! :)

  • @RAin-vf1qu
    @RAin-vf1qu ปีที่แล้ว

    嗨,史蒂文,当我创建动态对象时,我在将约束转换为 rbdpackedobject 时遇到问题

  • @dioncross6151
    @dioncross6151 11 หลายเดือนก่อน

    Can this model be imported to unreal engine with its destruction?

    • @nothingifnotcritical
      @nothingifnotcritical  11 หลายเดือนก่อน

      Yes, there are a few ways to import it. The most performant way is probably using a VAT (www.sidefx.com/tutorials/vertex-animation-textures-for-unreal/) but there are other ways as well (e.g. Alembic).

    • @dioncross6151
      @dioncross6151 11 หลายเดือนก่อน

      @@nothingifnotcritical Last question using the resources you gave me I could import this to unreal and have a pre baked destruction asset for games? If so sign me up

    • @nothingifnotcritical
      @nothingifnotcritical  11 หลายเดือนก่อน

      @@dioncross6151 Yes! I actually talk about it in a video here as well: www.appliedhoudini.com/blog/2020/5/19/talks-iii-solaris-rbd-workshop-84fb5

    • @dioncross6151
      @dioncross6151 11 หลายเดือนก่อน

      @@nothingifnotcritical Sorry but I’m a little confused this is a simulation or animation?

    • @nothingifnotcritical
      @nothingifnotcritical  11 หลายเดือนก่อน

      @@dioncross6151 The Applied Houdini Rigids series is all about simulation! Feel free to reach me at contact@appliedhoudini.com if you'd like to discuss more at length!

  • @dragomirdraganov8039
    @dragomirdraganov8039 3 ปีที่แล้ว

    Can you help me with something?
    I can't understand why the ropnet won't render all of my fetch nodes at once, it only renders a random one. using 18.5.407
    Thanks in advance.

    • @nothingifnotcritical
      @nothingifnotcritical  3 ปีที่แล้ว +1

      Hello, are you saying that it only renders one node and then does not render any others? Also, are you saying that it renders a different (random) one first every time? Let me know at contact@appliedhoudini.com, and send your scene file as well and I'll take a look!

    • @dragomirdraganov8039
      @dragomirdraganov8039 3 ปีที่แล้ว +1

      @@nothingifnotcritical Hey, thank you for the fast response!

  • @VuPhamRainstorm
    @VuPhamRainstorm 4 ปีที่แล้ว

    can I still able to use 17.5 on this ? will any trouble prevent me to complete this tutorial ? thank you.

    • @shomk83
      @shomk83 4 ปีที่แล้ว +1

      I don’t know what makes you avoid upgrading to 18, but should be fine except for the solaris part.

    • @nothingifnotcritical
      @nothingifnotcritical  4 ปีที่แล้ว +1

      @@shomk83 Yeah, I can't think of anything besides the bonus chapters at the end about rendering with the Karma renderer in Solaris (LOPs) that would be a problem.

    • @VuPhamRainstorm
      @VuPhamRainstorm 4 ปีที่แล้ว

      @@shomk83 it's just because im using Windows 7, it currently help make production stable than windows 10 in Houdini and some other video programs. Many thanks on your reply.

    • @VuPhamRainstorm
      @VuPhamRainstorm 4 ปีที่แล้ว

      @@nothingifnotcritical thank you

  • @Rohit-nd6ie
    @Rohit-nd6ie 3 ปีที่แล้ว

    hi, this seems like an asshole thing to ask but i cannot get your course for sometime, but is there any free alternatives to your course?

    • @nothingifnotcritical
      @nothingifnotcritical  3 ปีที่แล้ว +1

      Hello! The course that precedes this one (RIgids I - Fundamentals) is free, and can be found here on TH-cam or on my website (www.appliedhoudini.com/faq).