EXPLODE RBD OBJECTS - A SIMPLE WAY - HOUDINI TUTORIAL

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  • เผยแพร่เมื่อ 8 ต.ค. 2020
  • Here is a simple way to explode RBD objects at any given frame using houdini's SOP level rigid body solver.
    Project files are here:
    gum.co/YLZui
    I hope you find it useful.
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ความคิดเห็น • 92

  • @MattScottVisuals
    @MattScottVisuals 3 ปีที่แล้ว +3

    Dude that was epic, thank you!

  • @jono8326
    @jono8326 3 ปีที่แล้ว +3

    Thank you for the great tut!

  • @vipergx
    @vipergx 2 ปีที่แล้ว

    I like to revisit tuts like this one, so I have a different view with the accumulated knowledge and experience. Thanks for this.

    • @resilientpicture
      @resilientpicture  2 ปีที่แล้ว

      You are most welcome. I'm glad it is useful. 🙂

  • @MetehanDemirel
    @MetehanDemirel 3 ปีที่แล้ว +3

    thanks for your efforts. i just want to suggest one more thing. please continue your tutorials with: basic scene, camera and material setup as well. at the end sample render & render settings could be great. cheers.

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว +1

      You are welcome. Sure I will try and go through the entirety of the effect next time incl render.

  • @danilodelucio
    @danilodelucio 3 ปีที่แล้ว +1

    Awesome man, thank you so much!

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว +1

      You are most welcome and thanks for watching. Its much appreciated.

  • @OnkAnCa64
    @OnkAnCa64 3 ปีที่แล้ว +1

    Thanks, I like the way you explain.

  • @47winds11
    @47winds11 ปีที่แล้ว

    Amazing! Thank you very much!

  • @StraightVFX
    @StraightVFX 3 ปีที่แล้ว

    great tutorial, thanks a lot!

  • @stephenmurphy8349
    @stephenmurphy8349 3 ปีที่แล้ว

    Great intro - thanks!

  • @ankush_bawa
    @ankush_bawa 3 ปีที่แล้ว

    Awesome Tutorial....... Very good explanation as well 😃

  • @akhiljose1299
    @akhiljose1299 3 ปีที่แล้ว +1

    Simply awesome

  • @bobvelocity
    @bobvelocity ปีที่แล้ว

    Perfect tutorial. Thankyou.

  • @worldaroundthepeople2253
    @worldaroundthepeople2253 3 ปีที่แล้ว +1

    omg its soooooooooo good++++ thanks sir akka houdini god

  • @Bullitain
    @Bullitain 2 ปีที่แล้ว

    How did you do the slow motion part shown in the preview? Do you just simulate the entire thing at a really low time scale, render it all out and then speed ramp them in post? there's got to be a better way than that but I just can't figure it out

    • @resilientpicture
      @resilientpicture  2 ปีที่แล้ว

      I used retime node to slow it down. It works really well. I render it after its been slowed down. I hope that helps.

  • @mattbrunner1208
    @mattbrunner1208 3 ปีที่แล้ว +1

    Really excellent example. I am wondering if you could explain the logic for puttine a SOPsolver inside the RBDBulletSolver. I see the flow but am not sure how you "knew" that was the logic for getting the setup to work. Again, thanks for a very good tutorial.

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว

      Thank you, All you got to do is to create a SOP solver inside of DOP network and replicate what I did then connect it to the 3rd input of rigid body solver. Hope it makes sense

  • @smyrkphace
    @smyrkphace 2 ปีที่แล้ว

    great tut! Do you know how we could go about adding a second stage of fracture, maybe with a staggered trigger on the broken pieces to make them smaller still? basically the same effect just repeated on the fragments.

    • @resilientpicture
      @resilientpicture  2 ปีที่แล้ว

      Thank you. For staggered fracture you can check my tutorial from last year
      th-cam.com/video/na4oXtBDzsw/w-d-xo.html
      For secondary fracture, you can subfracture fragments and break them with seperate glue constraint. However I think there's a DOP node you can use with care for this aswell. Hope this helps.

  • @TheBratscin1
    @TheBratscin1 3 ปีที่แล้ว +2

    howd you get the smaller pieces in there?

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว +1

      You can use chipping option in RBD fracture sop.

  • @chrisphillipsmedia1
    @chrisphillipsmedia1 ปีที่แล้ว

    @resilient picture company I am having trouble using the retime sop to get the slow motion effect you are having at the end. Any help with this?

    • @resilientpicture
      @resilientpicture  ปีที่แล้ว

      Not sure what the problem is that you are having but please use the regular retime node instead of labs retime , just in case you are doing that. If else please send me your file to resilientpicture@outlook.com and I can have a look.

  • @matiasfuentealba898
    @matiasfuentealba898 2 ปีที่แล้ว

    Niceee

  • @user-po3eq5ju1y
    @user-po3eq5ju1y 3 ปีที่แล้ว +1

    Thank you very much for the tutorial.
    Now the explosion is affecting the whole thing.
    Is there any way to set the point of explosion?
    I'm going to make several areas explode on my long bridge.

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว +1

      You are welcome. You can use the technique in this tutorial for varied explosions. th-cam.com/video/na4oXtBDzsw/w-d-xo.html
      It is a bit old but still gold. 🙂

  • @vanyakapetanovic4018
    @vanyakapetanovic4018 2 ปีที่แล้ว

    Great tutorial thank you. Question, what was the purpose of match size SOP in this case ? Also couldn't you just type a huge number in Sleep so it never goes to sleep? That's what I usually do. Thank you.

    • @resilientpicture
      @resilientpicture  2 ปีที่แล้ว

      Thank you and you are welcome. 1. Match size will set the geometry to 1m manageable size, it also has the ability to set the geo at ground level. 2. You can set the sleep time long, yes ofcourse, however it is there to avoid any small pieces moving infinitely, if that makes sense. I hope this helps.

  • @jonasmortensen1252
    @jonasmortensen1252 3 ปีที่แล้ว +1

    What about buildings or a wall can you show a way with metaballs? I would really appreciate that

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว

      I haven't done any building destruction but if you want to see destruction with metaballs, here's a tutorial I did some time ago. th-cam.com/video/na4oXtBDzsw/w-d-xo.html

  • @smiley-xh3hp
    @smiley-xh3hp ปีที่แล้ว

    how could you do this but only use pointvelocity on some of the points/pieces on the head?

    • @resilientpicture
      @resilientpicture  ปีที่แล้ว

      In that case it is better to isolate the parts you want to use the point velocity on or you can use paint node to to create mask and assign those parts of the mesh to have point velocity

  • @TroubleShotVFX
    @TroubleShotVFX ปีที่แล้ว

    Am I crazy or is there no ForceOutput in the RBDBulletSolver to connect the sop solver to?

    • @resilientpicture
      @resilientpicture  ปีที่แล้ว +1

      I guess, this is changed to PRESOLVE and POSTSOLVE. Just connect it to PRESOLVE. :) Hope this helps.

  • @aetherwakee
    @aetherwakee 10 หลายเดือนก่อน

    Is there a way to make the object explode in a different direction? I followed all of your steps, but I'm not sure why the object would only break pointing downwards :(

    • @resilientpicture
      @resilientpicture  9 หลายเดือนก่อน

      Maybe its imploding rather than exploding. You'll need to set the force to a negative value. Also, your designing your velocity helps a ton in art directing explosion. Hope this helps.

  • @vanjakapetanovic7013
    @vanjakapetanovic7013 2 ปีที่แล้ว

    Thanks for the tutorial, great technique. Btw what mouse are you using? I really like the sound of it:)

    • @resilientpicture
      @resilientpicture  2 ปีที่แล้ว +1

      @Vanja_Kapetanovic Thank you. That was just a standard Dell mouse . Link here: www.ebay.co.uk/itm/175124798761?var=0&mkevt=1&mkcid=1&mkrid=710-53481-19255-0&toolid=10050&campid=5338358731&customid=Cj0KCQiA3-yQBhD3ARIsAHuHT65jDzQGk_Ov_70XXfnEHWfEMT4zz_0sf-Nwc6t6p1dy2HmAaq0W9ooaArbEEALw_wcB
      I dont have this mouse anymore as the sound was too distracting. LOL. To the contrary of your taste. :)

    • @vanjakapetanovic7013
      @vanjakapetanovic7013 2 ปีที่แล้ว

      @@resilientpicture Hahah thank you. I have a mechanical keyboard Anne Pro2 so I can assume they would click well together, no pun intended haha.

    • @resilientpicture
      @resilientpicture  2 ปีที่แล้ว

      @@vanjakapetanovic7013 lol :)

  • @0x0abb
    @0x0abb 2 ปีที่แล้ว

    Thank you - very nice tutorial - is this the latest way to fracture and explode in Houdini 19? because other older tutorials are so complex to do the same thing?

    • @resilientpicture
      @resilientpicture  2 ปีที่แล้ว +1

      You are most welcome. Yes, this is the easiest and latest way as off H19. However if you use dop network you'll get hundreds more options

    • @0x0abb
      @0x0abb 2 ปีที่แล้ว

      @@resilientpicture thanks for the quick reply - I was trying to add a material for inside fractures and outside fractures by trying to connect two material nodes but the concrete_fracture1inside and outside are no longer available once connected to rbdconfigure node....Would you happen to know why that is or how I can fix that? I am new to Houdini - that would really help - if you can

    • @resilientpicture
      @resilientpicture  2 ปีที่แล้ว

      Hmm, did you unpack geometry after simulation? Not sure why rbd configure node would do that, its working fine for me. You'll need to unpack geometry if you need groups from pre sim

  • @Wings_Studio
    @Wings_Studio 3 ปีที่แล้ว

    Hey do you have any video on creating 2 types of constraint
    1-main glue
    2-in between glue
    If you dont have can you please create if know what i am talking about

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว

      Do you mean, glue for secondary fracture kinda stuff?

  • @matictoni9446
    @matictoni9446 3 ปีที่แล้ว

    Great tutorial! One question, I've created a lot of fractured pieces and some small ones never stop moving and rotating. I've decreased the bounce with no luck. Any ideas how to solve that?

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว +1

      Thank you. Yes, maybe you can use a pop wrangle and multiply incoming velocity by 0.9. so over time the vel will drop by 10 I believe every sec or frame. Not sure. Does that make sense?

    • @matictoni9446
      @matictoni9446 3 ปีที่แล้ว

      @@resilientpicture I'm still pretty new to vex, can you let me know the code you mentioned? Or if there's a alternative to that?

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว +1

      Pop wrangle node. Try v@v *= 0.9; make sure it's lower case v.

    • @matictoni9446
      @matictoni9446 3 ปีที่แล้ว +1

      @@resilientpicture Thanks but still no luck

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว +2

      Check the collision padding and reduce it to 0.01 or something. If it's too much then it'll be round and hence rotating

  • @thewhat308
    @thewhat308 3 ปีที่แล้ว

    How can we increase the fragments number and variate their size?

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว +1

      You can use chipping option in RBD fracture.

    • @thewhat308
      @thewhat308 3 ปีที่แล้ว

      @@resilientpicture thank you so much! I am test rendering a few frames and I am having so much fun tinkering. Great tutorial. Can't wait to see more from you

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว

      You are welcome and thank you 🙂 stay tuned for more.

  • @eth3realm
    @eth3realm 2 ปีที่แล้ว

    Im having an issue where the cracks appear at frame 1. It explodes properly but the entire effect is wrong because there cracks are already visible at frame 1. How do I fix this? Your examples do not have any cracks till it explodes.

    • @resilientpicture
      @resilientpicture  2 ปีที่แล้ว +1

      You make the pieces inactive until the frame before the exploding frame. @active=0. Hope this makes sense

    • @eth3realm
      @eth3realm 2 ปีที่แล้ว

      Resilient Picture Company Thanks, within the rbdmaterialfracture node?

    • @resilientpicture
      @resilientpicture  2 ปีที่แล้ว

      @@eth3realm Sorry for the delay, Its in the node RBD configure, I have explained this @10:19

  • @jitendrajharbade207
    @jitendrajharbade207 3 ปีที่แล้ว

    Super

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว

      Thank you

    • @jitendrajharbade207
      @jitendrajharbade207 3 ปีที่แล้ว

      @@resilientpicture way of teaching is very nice step by step also nice..

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว

      Thank you. I'm glad it is informative and useful. 🙂

  • @sanjaysaho9366
    @sanjaysaho9366 3 ปีที่แล้ว

    How to learn those expressions ..

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว +1

      You can try vex isn't scary series by nine between.

    • @sanjaysaho9366
      @sanjaysaho9366 3 ปีที่แล้ว

      @@resilientpicture tq.

  • @Rick_Sanchez_1337
    @Rick_Sanchez_1337 3 ปีที่แล้ว

    I can't find rbdexplodedview nor rbdbuletsolver anywhere.

  • @i20010
    @i20010 3 ปีที่แล้ว

    2:12 I did this constraint but it ignored it, it kept breaking at frame 1... anyway, thanks for these tutorials!

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว +1

      It could be that the constraint network doesn't exist or something wrong with it. Because it's the constraints that holds these pieces together

    • @i20010
      @i20010 3 ปีที่แล้ว +1

      @@resilientpicture I'll check that, thanks!

  • @Adenomamusic
    @Adenomamusic 3 ปีที่แล้ว

    Slow mo part would be nice. Thanks.

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว

      You can add a timeshift node at the end keyframe the speed from 1 to 0.1 or something it'll just work. Hope this helps

    • @Adenomamusic
      @Adenomamusic 3 ปีที่แล้ว

      @@resilientpicture I can't figure out.

    • @resilientpicture
      @resilientpicture  3 ปีที่แล้ว

      Sorry, my apologies, its retime node, not timeshift.