Great, thanks for this easy setup! Just for my understanding of things - I think you can avoid the for each loop to give the pieces their variant attrib. Just activate "Output ID Attribute" in the scatter node, call it "variant". Add a group SOP after the scatter, for points, and select that group in the Material Fracture node after "Input Points". Activate "Copy Cell Point Attributes", select "variant". Also set "Scatter Points" to zero and choose "Scale by Attribute" right next to it. Choose "variant". Done! It's important to set "Scatter Points" to zero, so this way, the Material Fracture always outputs the exact number of pieces you choose in the scatter node. Hope this is helpful.
Thanks for a great tutorial. I had left the create names in the assemble SOP which was not allowing for the Transform Peaces to work but once I unchecked it, it was fine!
Hi Johannes. Very good tutorial there, covered a lot of subjects like for-loops/sop solvers ect. Love your teaching methodology, where you have an idea for an effect and know the in's and outs but do not script it. This tells me if the effect didn't work for any reason you would solve it live on video, and I think that is incredibly important for people to know how to troubleshoot any issues - where a lot of people would cut that out in post. Very well done ! +1 subscription from me!
One easy way would be to just add a wrangler after your drawcurve points and set it to @actived = 1. Then use a attribute transfer after you have fractured and packed your ground. Then just transfer the active attribute from your curve points to your ground pieces. Just play with the Distance threshold in your attribute transfer node.
Hi, great tutorial but I can't figure out why my grid in the second dopnet does not fly up when I reverse the gravity. It would be great if you could help me.
Do these packed geos have @active = 0? If so, they won't be moving. You can try and add a point wrangler just before they go into dop and write i@active = 1;
Hey man, great video! i'm haveing a hard time with the debri. I seem to be doing everything right, but when i put them in the dopnet. They only spawn, and not simulate.
Can i know what is the issue make debris stop and move with sim? i did follow same as what you did and they are not moving correctly , they just born and stop
I can't remember if I added uv but anyhow, make sure uv are added before movement starts to happen, if you have procedural textures sliding you need to use a rest node after you done the uv
Hey, thanks for the awesome tutorial🔥I'm having an issue tho that's driving me crazy.. both rbd sims (primary and secondary) work great and I can preview how they look, but once I try to cache the sim or render a flipbook anim, Houdini crashes and says '39196: Fatal error: Segmentation fault' , can't export as alembic either, still new to houdini so no idea how I can fix it :/ any help would be more than appreciated🙏
I had Segmentation Errors as well a few month ago. The SideFX support was really helpfull and responded super quick. I fixed it by disabling the e-cores in my bios but a common fix is also to revert to an older Nvidia Driver since the newest ist stable with the current H20V. at least that what the spoort guy told me.
I think it's default except for the viewport is gray instead of default blue, if it's not then it's just the labs color scheme. Should be in the top menu if you have labs installed
Great, thanks for this easy setup! Just for my understanding of things - I think you can avoid the for each loop to give the pieces their variant attrib. Just activate "Output ID Attribute" in the scatter node, call it "variant". Add a group SOP after the scatter, for points, and select that group in the Material Fracture node after "Input Points". Activate "Copy Cell Point Attributes", select "variant". Also set "Scatter Points" to zero and choose "Scale by Attribute" right next to it. Choose "variant". Done!
It's important to set "Scatter Points" to zero, so this way, the Material Fracture always outputs the exact number of pieces you choose in the scatter node. Hope this is helpful.
Thanks for a great tutorial. I had left the create names in the assemble SOP which was not allowing for the Transform Peaces to work but once I unchecked it, it was fine!
Amazing! Very helpful and even as a Super beginner i was able to follow along and learn. Thank you!
Hi Johannes.
Very good tutorial there, covered a lot of subjects like for-loops/sop solvers ect. Love your teaching methodology, where you have an idea for an effect and know the in's and outs but do not script it. This tells me if the effect didn't work for any reason you would solve it live on video, and I think that is incredibly important for people to know how to troubleshoot any issues - where a lot of people would cut that out in post. Very well done ! +1 subscription from me!
Brother, your tutorial is very helpful to people who are learning Houdini broken system.
one of the best houdini tutorial
very smooth tutorial Thank you very much
I like what said about how to utilize rest for squeeze it down fracturing and then scaling it back to original , I will try it too.
thank you I learned a lot! lookin for more to come...
Thank You very much, Johannes!
Nice work
Thanks!
an other great tutorial, thanks
Very good tutorial. What mic do you use? I need to improve on my tutorials. I like yours.
At first look, i thought tutorial was for c4d😄 keep it up
man your voice is relaxing haha
Great video
I'd like to spread the ground breaking uv and apply the material, is there a way
Nice! 🎉
Super nice tut man! Could you do the part with only active around the curve pls?😅
That would be freaking awesome! Couldn't figure it out yet😅
One easy way would be to just add a wrangler after your drawcurve points and set it to @actived = 1. Then use a attribute transfer after you have fractured and packed your ground. Then just transfer the active attribute from your curve points to your ground pieces. Just play with the Distance threshold in your attribute transfer node.
@@johannestiner youre the best man thanks for the hint! 🙏
Hi, great tutorial but I can't figure out why my grid in the second dopnet does not fly up when I reverse the gravity. It would be great if you could help me.
Do these packed geos have @active = 0? If so, they won't be moving. You can try and add a point wrangler just before they go into dop and write i@active = 1;
Hey man, great video! i'm haveing a hard time with the debri. I seem to be doing everything right, but when i put them in the dopnet. They only spawn, and not simulate.
Join the Discord and post your file in the help section: discord.gg/4hGpBWDq4H
u got any solution? facing the same issue.
@@AnabianArtsFX There was missing a i@active =1; on my debris
@@tw1ce. ok mine are just flying here nd there dont know what i did wrong
Awesomeness! 💥💥💥
Btw what CPU is installed on your computer? All calculations for fracturing and simulations are damn fast.
Thanks 😁 The CPU is Intel 13900k
Hi, I try to the point replicate (Shape) Uniform Scale adjust but it's not working. why?
Can i know what is the issue make debris stop and move with sim? i did follow same as what you did and they are not moving correctly , they just born and stop
Could it be that you aren't giving the debris a unique name attribute?
hello mate I have question when im trying to put 2 nodes into transformpieces it doesnt working? Any suggestions
i Found a solution I didnt turn off create proxy geometry in dopnet groundplane
🔥
Cool stuff. Just one thing. I don't know why the UV is sliding . Assign a quickshade and check. If any solution pls share .Thanks
I can't remember if I added uv but anyhow, make sure uv are added before movement starts to happen, if you have procedural textures sliding you need to use a rest node after you done the uv
Thanks@@johannestiner
Hey, thanks for the awesome tutorial🔥I'm having an issue tho that's driving me crazy.. both rbd sims (primary and secondary) work great and I can preview how they look, but once I try to cache the sim or render a flipbook anim, Houdini crashes and says '39196: Fatal error: Segmentation fault' , can't export as alembic either, still new to houdini so no idea how I can fix it :/ any help would be more than appreciated🙏
Hey, you can join the Discord and post the hip file in the help channel so I could have a look
I had Segmentation Errors as well a few month ago. The SideFX support was really helpfull and responded super quick. I fixed it by disabling the e-cores in my bios but a common fix is also to revert to an older Nvidia Driver since the newest ist stable with the current H20V. at least that what the spoort guy told me.
Any chance you share your theme and viewport configuration, the shadows and everything look so clean! Great video btw, glad I found you!
I think it's default except for the viewport is gray instead of default blue, if it's not then it's just the labs color scheme. Should be in the top menu if you have labs installed
@@johannestiner thanks bud, I think I got a vibe that made Houdini even more enjoyable to look, great pointers! :)
Please I try it and my debris are duplicating and trailing.
What could be the cause or what should I do?
In debris source set the life to 1 frame
Thank sir
I'm grateful
your screen is so massive it's hard to see what you're explaining sometimes what does the script say at 8:52?
If( rand(@ptnum) > 0.3 ) removepoint( 0, @ptnum )
@@johannestiner Thanks!
❤
nice one