Houdini Tutorial - Easy RBD Morph | Houdini & Octane Tutorial

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  • เผยแพร่เมื่อ 21 ธ.ค. 2024

ความคิดเห็น • 102

  • @PedroCasavecchia
    @PedroCasavecchia 2 ปีที่แล้ว +20

    For those stuck on the stretching morph problem: Make sure that your original spheres (that form the rocks) have 7 frequency and that the new spheres (used to morph to) are also 7 frequency.
    You need to have the same amount of faces in order to perform a morph.

    • @PedroCasavecchia
      @PedroCasavecchia 2 ปีที่แล้ว +1

      Thanks for the pin! And also for the tutorial!

    • @mithunkrishna3567
      @mithunkrishna3567 2 ปีที่แล้ว

      but i still have that issue with morphing

    • @PedroCasavecchia
      @PedroCasavecchia 2 ปีที่แล้ว +1

      @@mithunkrishna3567 I don't really know anything about houdini. I just figured out that was my specific problem. Make sure you are following every little step of the tutorial. Missing one group name by a letter or stuff like that could be the reason why it doesn't work for you. Sorry I can't guess why is it that you have that problem. Perhaps give some more information and someone that knows more might give you an answer. Good luck!

    • @mithunkrishna3567
      @mithunkrishna3567 2 ปีที่แล้ว +2

      thanks for the reply @@PedroCasavecchia...So to elaborate this issue.. if I tried with a different object .the mask are not being inflated in lerp function(the red area) ,instead it finds random points on the model scattered and inflates those areas (Some other random rocks), so how do I fix it

    • @PedroCasavecchia
      @PedroCasavecchia 2 ปีที่แล้ว

      @@mithunkrishna3567 I don't know, but make sure that your original object and your target object have the same amount of geometry. If you are subdividing the cube after using it at source you will find this issue. Hope that helps!

  • @DJWeekly
    @DJWeekly ปีที่แล้ว +4

    This is a super awesome tutorial. I didn't like how they just morph so quickly like popping popcorn, so I changed the blend with from 0 to 0.5 in the Cd attribute transfer and divided the distance threshold by 8, and now you see the rocks change to spheres over several frames instead of just popping on and off. l love it! It kind of looks like inflating balloons. Thanks again for the great tutorial!

  • @whocares6302
    @whocares6302 2 ปีที่แล้ว +2

    dang, you are becoming the best source of Houdini knowledge available on TH-cam.

    • @nickmedukha
      @nickmedukha  2 ปีที่แล้ว

      oh thats so warm to hear, thanks so much!

  • @DARIAPatternmaking
    @DARIAPatternmaking 2 ปีที่แล้ว +3

    Very cool, Nick! Thanks!

    • @nickmedukha
      @nickmedukha  2 ปีที่แล้ว

      Glad you liked it and always welcome :)

  • @LittleMountain111
    @LittleMountain111 ปีที่แล้ว +1

    I'm having a hard time getting this popping animation to work. I have everything else hopefully right so idk why when I try to combine the circles and rocks to get the popping animation the size of the ring changes and the rocks don't change into spheres. Very lost on what I did

  • @digitaltutorialsofficial
    @digitaltutorialsofficial ปีที่แล้ว +1

    Quick question, does all of the your tutorial on Pateron are in the same way ? like going through your setup only?

  • @christiaannel5504
    @christiaannel5504 2 ปีที่แล้ว +2

    Hey Nick. Really cool tutorial man! So I'm getting stuck at the 8min mark where you introduce the Attribute Wrangle to morph between the rocks and the spheres. When I connect it and write out the VEX the rocks disappear where the spheres should be but the speres don't appear. I've tried a bunch of things but do you know what I could be missing? Or where I should start troubleshooting? Any help would be greatly appreciated!

    • @christiaannel5504
      @christiaannel5504 2 ปีที่แล้ว +4

      ok I figured this out. I used a lowercase "p" instead of an uppercase in the VEX experssion

    • @nobody-u-know
      @nobody-u-know 2 ปีที่แล้ว

      @@christiaannel5504 Thanks ! I was pulling out my hair over this.

    • @yordan_stoyanov
      @yordan_stoyanov 2 ปีที่แล้ว

      i have no idea why i made the EXACT same mistake....... thanks for writing it here, Christian

  • @carlherner9458
    @carlherner9458 2 ปีที่แล้ว

    killing it lately with all these tutorials keep up the good work nick :)

  • @christiansymormartinez963
    @christiansymormartinez963 2 ปีที่แล้ว +1

    can anyone help me? when i do the third attribwrangle node, just doesn´t work at all, the objects make more soft. I alredy check in piece attribute in the first copy to points node

  • @uzaykisi1863
    @uzaykisi1863 2 ปีที่แล้ว

    Hi Nick, i'd like to thank you for the free tutorials, it helps a lot

    • @nickmedukha
      @nickmedukha  2 ปีที่แล้ว

      Always welcome mate!

  • @andreyluccahannes5377
    @andreyluccahannes5377 2 ปีที่แล้ว +2

    Am I wrong or is the "m_scale" Attribute not doing anything? It's not a native rbd attribute right? and it's also not referenced anywhere in the video again?

    • @Todd_Manus
      @Todd_Manus 8 หลายเดือนก่อน

      I don't think you are wrong. He does it on purpose... so that you buy his project files.

  • @jancerny5593
    @jancerny5593 2 ปีที่แล้ว

    @Nick any clue why at 7:40 my viewport is only updating and rocks are colorizing when panning, zooming or rotating view? might be an updating issue or something.
    thx very nice tutorial ;-)

    • @jancerny5593
      @jancerny5593 2 ปีที่แล้ว

      oh, actually i found it. loaded some alembic geometry instead of the rocks and that might have been too much.

  • @nobody-u-know
    @nobody-u-know 2 ปีที่แล้ว

    7:29 when Nick is colorizing the rocks, mine are colorizing the points, not the whole rocks. How do you fix that? parts of my rocks morph, not the whole rocks.

    • @nobody-u-know
      @nobody-u-know 2 ปีที่แล้ว +1

      Aha. I just needed to pack my geometry at the copytopoints node

    • @nightatore
      @nightatore ปีที่แล้ว +1

      you saved my life man ahahahha
      @@nobody-u-know

  • @lucianoramonblanco
    @lucianoramonblanco 2 ปีที่แล้ว +2

    i don t have the attbute from pieces in my version, how can i make it?

  • @jonathanlavanant
    @jonathanlavanant 2 ปีที่แล้ว

    Always stunning. Keep up the good work 🙌

  • @motionsandmodels35
    @motionsandmodels35 2 ปีที่แล้ว +1

    Hi, I am following your tutorial and stuck in a place where my black rocks morphs to red spheres, but they looks like rocks but little bit smoother. Animation works fine btw.

  • @ivanraimi5524
    @ivanraimi5524 6 หลายเดือนก่อน

    why do you need to unpack geometry after the simulation?

  • @Anxhelo
    @Anxhelo ปีที่แล้ว

    Why not use octane inside of houdini ? Is there any disavantage

  • @DanielSimon-em2pe
    @DanielSimon-em2pe ปีที่แล้ว

    Great tuts! Anyone has a problem with m_scale? I tried to comment out the line or change its value in the linear expression, but nothing changes. I can only grow the rocks ny changing the sphere size, or multiplying the cd.r value in the wrangler.

  • @FaddyVFX
    @FaddyVFX 2 ปีที่แล้ว

    Thank you, good job. But why m_scale is imported into dop? Thank you

    • @nickmedukha
      @nickmedukha  2 ปีที่แล้ว +1

      Welcome :) Its used to scale down the rbds initially and scale them up in the span of 20 frames so all the intersections are resolved

    • @FaddyVFX
      @FaddyVFX 2 ปีที่แล้ว

      @@nickmedukha so it is used in sop and fed into rbd, thank you

  • @MarioSundays
    @MarioSundays 2 ปีที่แล้ว +2

    Amazing tut, tks, I’ve learned a lot but this is a great example of how complex houdini is and how it still has a lot of room to improve in user experience, mostly for not so much technical artists like me. Doing this is Cinema 4D is so much simpler.

    • @nickmedukha
      @nickmedukha  2 ปีที่แล้ว +1

      Glad you enjoyed it! And I might agree that node based system might seem a bit complicated when you compare it to C4D

    • @MarioSundays
      @MarioSundays 2 ปีที่แล้ว +3

      @@nickmedukha Don't think the problem are the node systems but the way they are designed. I've used ICE a lot and it was definitely more user friendly.

    • @KevRyanCG
      @KevRyanCG 2 ปีที่แล้ว +1

      ​Hey @@MarioSundays, As we go along with Houdini they're adding more additional nodes to help to ease things a little. That attribute from pieces node was new to me, and is a nice way of getting around the usual way of making a random variant attribute on the points in Vex. Also that morph node could be done in VOPS instead with a Mix node if you wanted to avoid the vex there, though it'd mean diving into a Vops node, and you could probably do the constraints with some of the new constraints nodes instead of using the VEX there. Unless they rely on data from the new RBD fracture nodes to work.
      The issue is that there's often a lot of new nodes and workflows added that do the same thing as a single Wrangle Node, so peoples own established workflows might not necessarily show the easiest way to do things for the sake of cleanliness and minimal nodes. Though I will agree that there's a long way to go to make it more user friendly from the outset.

  • @ChrisKania
    @ChrisKania 2 ปีที่แล้ว

    Awesome stuff Nick, thank you

  • @lucasmagdalenii
    @lucasmagdalenii 2 ปีที่แล้ว +1

    can someone help me with the attribute? I can't find the error. My spheres are all buggy with the mesh stretched and out of the mask

    • @simpleartsDK
      @simpleartsDK 2 ปีที่แล้ว

      I have the same problem. I can't seem to figure out where it goes wrong. -Perhaps Houdini has changed something.

    • @jippiiiiiiii
      @jippiiiiiiii 2 ปีที่แล้ว

      I have the same problem. At 8:00 as I turn on the Morph attribute wrangle node I got red spheres deformed and connected together by stretching out.

    • @nobody-u-know
      @nobody-u-know 2 ปีที่แล้ว

      @@jippiiiiiiii in the VEX expression, that's "P" not "p" That solved it for me.

  • @Cataldus3d
    @Cataldus3d 2 ปีที่แล้ว

    My unpack node has not the "Apply transform" option :(((( and the assemble has no create packed fragments option

  • @massimobaita7178
    @massimobaita7178 2 ปีที่แล้ว

    Thank You very much, Nick!

  • @1aw238
    @1aw238 2 ปีที่แล้ว

    Hey Nick! Thank you for the tutorial! I have one small issue , when i change geometry source in constraint network from SOP to second context geometry, all the rocks and the red spheres turn to green spheres for some reason. Any tips?

  • @thunderenderfx
    @thunderenderfx 2 ปีที่แล้ว +1

    pscale attribute isn't transfering to the morph node
    Help!

    • @thunderenderfx
      @thunderenderfx 2 ปีที่แล้ว +2

      Update : Mask isn't working at all, literally copied everything (I guess), rechecked a lot of time but can't figure out.

    • @lonequark2224
      @lonequark2224 2 ปีที่แล้ว +3

      @@thunderenderfx When you first create the copytopoints node, you need to first check the Piece Attribute parameter (which is unchecked by default) and then type in class, otherwise it will copy all merged geo to each point.

    • @thunderenderfx
      @thunderenderfx 2 ปีที่แล้ว +2

      @@lonequark2224 yes, thank you! That worked! 🙌

    • @michaelgofman3201
      @michaelgofman3201 2 ปีที่แล้ว +1

      @@lonequark2224 THANK YOU!!!!

  • @mithunkrishna3567
    @mithunkrishna3567 2 ปีที่แล้ว

    Hey Nick thanks for the tutorial. I need some help here , if I tried with a different object the mask are not being inflated in lerp function ,instead it finds random points on the model scattered and inflates those areas, so how do I fix it

    • @iRemixedEU
      @iRemixedEU 2 ปีที่แล้ว +4

      I had a simular issue. An information that was kinda skipped but is important is that on the copy to point for distributing the rocks you need to check Piece Attribute and type in class. Otherwise all your rocks are copied on every point. It might not be obvious but it is happening. Then you have more points on side than the other while doing the lerp and this is causing this issue. Hope it helps.

    • @mithunkrishna3567
      @mithunkrishna3567 2 ปีที่แล้ว

      @@iRemixedEU First of All thanks 💟 for this solution , just now I saw the comment will try it out and come back to u

    • @DJWeekly
      @DJWeekly ปีที่แล้ว +1

      @@iRemixedEU Thanks for figuring this out! I was having the same problem.

    • @iRemixedEU
      @iRemixedEU ปีที่แล้ว

      @@DJWeekly your welcome :)

    • @jenirohwer5218
      @jenirohwer5218 ปีที่แล้ว

      @@iRemixedEU I was having the same problem and this solved it, thank you !!

  • @orientaxis
    @orientaxis 2 ปีที่แล้ว

    Thats soo Cool
    I really appreciate your efforts

    • @nickmedukha
      @nickmedukha  2 ปีที่แล้ว

      Glad to hear that :)

  • @WPSoul
    @WPSoul 2 ปีที่แล้ว

    круто но в xparticles там такой плавный переход между камнем и сферой. Не знаю даже как тут сделать, может нужно blendshape как-то приспособить или использовать другие интерполяции вместо lerp

    • @nickmedukha
      @nickmedukha  2 ปีที่แล้ว +1

      В оригинале, походу, он скейлит еще немного сферы, т.к. интерполяция по атрибуту а атрибут на упакованной геометрии - сразу на весь меш, т.е. не будет такого, что часть меша - камень, а часть уже сфера. Тут можно сверху еще кучу накрутить всякого, но для базового туториала - пойдет :)

    • @mcherepanov
      @mcherepanov 2 ปีที่แล้ว

      @@nickmedukha у вас русскоговорящий человек в штате или вы знаете русский?) очень удивлен развернутому ответу на русском по всем правилам))

    • @nickmedukha
      @nickmedukha  2 ปีที่แล้ว +3

      с грамматикой проблемы, а так - да, я знаю русский :)

    • @mcherepanov
      @mcherepanov 2 ปีที่แล้ว

      @@nickmedukha это очень круто, рад это слышать) спасибо за крутые туторы, бро!

    • @antonpaskal
      @antonpaskal 2 ปีที่แล้ว

      @@nickmedukha а у меня возникла обратная проблема. Возможно, это изменение произошло в гудини начиная с 19 версии, но теперь при передаче аттрибута он передаётся по градиенту, что в моём случае приводит к не красивому результату с глитчем. Можно избежать яркого глитча увеличив Blend Width, но это всё равно не то. Мне хотелось бы, чтобы шарики резко "взрывались" как попкорн (что и показано у вас в туториале). И настройки, чтобы аттрибут передавался сразу на весь меш - просто нет :(

  • @mattiamerenda8121
    @mattiamerenda8121 2 ปีที่แล้ว

    Maaaaan I just figured out, instead of morphing this way, how about using the SOP solver with a VOP SOP, Sop Geo goal and integrate it in the autodop network, it would be much closer to the reference, because this way you can include time increment between frame as a variable

  • @graphic-nations
    @graphic-nations 2 ปีที่แล้ว

    Wow, I am waiting more from you

  • @DreamTeam-yk2ff
    @DreamTeam-yk2ff 2 ปีที่แล้ว

    Awesome !!!!!!!!!!!!!!! 💥💥💥💥💥💥💥💥💥💥

  • @ghoulax
    @ghoulax 2 ปีที่แล้ว

    My attribute wrangle node for the morphing is just randomly spreading the red spheres. How do I get it to only appear on the mask?

    • @jostermayer
      @jostermayer 2 ปีที่แล้ว

      I have the same problem

    • @jostermayer
      @jostermayer 2 ปีที่แล้ว +2

      So I found a solution I did not chek thePiece Attribute Box in the copy to points node for the rocks also at the attribfrompieces node I did not name the pieces attrib

    • @MrSunamo
      @MrSunamo 7 หลายเดือนก่อน +1

      @@jostermayer I had the same problem and this worked, thanks for pointing out that detail.

  • @KeelaGramm
    @KeelaGramm 2 ปีที่แล้ว +3

    I think I copied everything but I get these "Required attribute constraint_name is missing." errors when I run the sim.
    Generally, such tutorials would be a lot more helpful if they explained all these options, values and other decisions as well as how to debug it all once it goes nuts. Because, it seems, that's what you spend most time with when working with Houdini, apparently.

    • @nickmedukha
      @nickmedukha  2 ปีที่แล้ว +2

      This sounds like you have not specified constraint name as I do at 11:27 Also make sure that wrangle runs over primitives.

    • @KeelaGramm
      @KeelaGramm 2 ปีที่แล้ว +1

      ​@@nickmedukha Yes that fixed the error - was running over points. But it looks like the sim is not working properly now. I get all the collisions and intersections. Will have a closer look at it tonight.

  • @СеменЛюбас
    @СеменЛюбас 2 ปีที่แล้ว

    Cool

  • @marcoieraci
    @marcoieraci ปีที่แล้ว

    @m_scale doesnt work and also i get to the morph wrangle and it inflates random stones not all in one area

    • @Todd_Manus
      @Todd_Manus 8 หลายเดือนก่อน

      Same for me... I wonder if he did this on purpose.. to get us to buy his tutorials.

    • @aitharel3009
      @aitharel3009 7 หลายเดือนก่อน

      @@Todd_Manus Getting the same problem here, did you manage to figure it out? I wonder if it is because of new versions or something. His other tutorials worked fine so I don't think it's that..
      Edit* previous comments seems to have the "fix":
      "I had a simular issue. An information that was kinda skipped but is important is that on the copy to point for distributing the rocks you need to check Piece Attribute and type in class. Otherwise all your rocks are copied on every point. It might not be obvious but it is happening. Then you have more points on side than the other while doing the lerp and this is causing this issue. Hope it helps."

  • @alexbaz5439
    @alexbaz5439 2 ปีที่แล้ว +1

    Very cool, Nick! Thanks!