Creating Chaos: Houdini FX Ground Destruction Made Simple

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  • เผยแพร่เมื่อ 25 ส.ค. 2024
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    Not exactly 2012 but at least something breaks...

ความคิดเห็น • 54

  • @philippwelsing9108
    @philippwelsing9108 8 หลายเดือนก่อน +6

    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.

  • @0x0abb
    @0x0abb 28 วันที่ผ่านมา +1

    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!

  • @dudagfx
    @dudagfx 25 วันที่ผ่านมา +1

    Amazing! Very helpful and even as a Super beginner i was able to follow along and learn. Thank you!

  • @ragupasta
    @ragupasta หลายเดือนก่อน +1

    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!

  • @dindinrui
    @dindinrui 7 หลายเดือนก่อน +1

    Brother, your tutorial is very helpful to people who are learning Houdini broken system.

  • @christiandags_official
    @christiandags_official 7 หลายเดือนก่อน +1

    one of the best houdini tutorial

  • @saifsami_ss
    @saifsami_ss 2 หลายเดือนก่อน +1

    very smooth tutorial Thank you very much

  • @cgsudo
    @cgsudo 8 หลายเดือนก่อน +2

    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.

  • @romanhorseman
    @romanhorseman 9 หลายเดือนก่อน +1

    thank you I learned a lot! lookin for more to come...

  • @massimobaita7178
    @massimobaita7178 8 หลายเดือนก่อน +1

    Thank You very much, Johannes!

  • @brandoncyoung
    @brandoncyoung 5 หลายเดือนก่อน +1

    Nice work

  • @minwoo-ud6vc
    @minwoo-ud6vc 19 วันที่ผ่านมา

    Thanks!

  • @karimoh3154
    @karimoh3154 3 หลายเดือนก่อน +1

    an other great tutorial, thanks

  • @CGI-Space
    @CGI-Space 29 วันที่ผ่านมา

    Very good tutorial. What mic do you use? I need to improve on my tutorials. I like yours.

  • @gioberianidze2756
    @gioberianidze2756 7 หลายเดือนก่อน

    At first look, i thought tutorial was for c4d😄 keep it up

  • @Renix
    @Renix 9 หลายเดือนก่อน +1

    man your voice is relaxing haha

  • @donkastudio714
    @donkastudio714 9 หลายเดือนก่อน +1

    Great video

  • @user-om3cn6bz3o
    @user-om3cn6bz3o 8 วันที่ผ่านมา

    I'd like to spread the ground breaking uv and apply the material, is there a way

  • @thereselevin
    @thereselevin 9 หลายเดือนก่อน +1

    Nice! 🎉

  • @3rdDim3nsn3D
    @3rdDim3nsn3D 9 หลายเดือนก่อน +1

    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😅

    • @johannestiner
      @johannestiner  9 หลายเดือนก่อน +1

      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.

    • @3rdDim3nsn3D
      @3rdDim3nsn3D 9 หลายเดือนก่อน +1

      @@johannestiner youre the best man thanks for the hint! 🙏

  • @ii-_-i4748
    @ii-_-i4748 2 หลายเดือนก่อน

    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.

    • @johannestiner
      @johannestiner  2 หลายเดือนก่อน

      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;

  • @tw1ce.
    @tw1ce. 4 หลายเดือนก่อน +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.

    • @johannestiner
      @johannestiner  4 หลายเดือนก่อน

      Join the Discord and post your file in the help section: discord.gg/4hGpBWDq4H

    • @AnabianArtsFX
      @AnabianArtsFX 3 หลายเดือนก่อน

      u got any solution? facing the same issue.

    • @tw1ce.
      @tw1ce. 3 หลายเดือนก่อน

      @@AnabianArtsFX There was missing a i@active =1; on my debris

    • @AnabianArtsFX
      @AnabianArtsFX 3 หลายเดือนก่อน

      @@tw1ce. ok mine are just flying here nd there dont know what i did wrong

  • @dmitry_miller
    @dmitry_miller 6 หลายเดือนก่อน

    Awesomeness! 💥💥💥
    Btw what CPU is installed on your computer? All calculations for fracturing and simulations are damn fast.

    • @johannestiner
      @johannestiner  6 หลายเดือนก่อน

      Thanks 😁 The CPU is Intel 13900k

  • @chamikamuthudevinda894
    @chamikamuthudevinda894 5 หลายเดือนก่อน

    Hi, I try to the point replicate (Shape) Uniform Scale adjust but it's not working. why?

  • @AhmedStudios
    @AhmedStudios หลายเดือนก่อน

    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

    • @johannestiner
      @johannestiner  หลายเดือนก่อน

      Could it be that you aren't giving the debris a unique name attribute?

  • @jaroooch7154
    @jaroooch7154 5 หลายเดือนก่อน

    hello mate I have question when im trying to put 2 nodes into transformpieces it doesnt working? Any suggestions

    • @jaroooch7154
      @jaroooch7154 5 หลายเดือนก่อน +1

      i Found a solution I didnt turn off create proxy geometry in dopnet groundplane

  • @lindblomdev
    @lindblomdev 9 หลายเดือนก่อน +1

    🔥

  • @MrMRD007
    @MrMRD007 7 หลายเดือนก่อน

    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

    • @johannestiner
      @johannestiner  7 หลายเดือนก่อน +1

      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

    • @MrMRD007
      @MrMRD007 7 หลายเดือนก่อน

      Thanks@@johannestiner

  • @whosmischa
    @whosmischa 4 หลายเดือนก่อน

    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🙏

    • @johannestiner
      @johannestiner  4 หลายเดือนก่อน

      Hey, you can join the Discord and post the hip file in the help channel so I could have a look

    • @karimoh3154
      @karimoh3154 3 หลายเดือนก่อน

      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.

  • @MusicBaked
    @MusicBaked 8 หลายเดือนก่อน

    Any chance you share your theme and viewport configuration, the shadows and everything look so clean! Great video btw, glad I found you!

    • @johannestiner
      @johannestiner  8 หลายเดือนก่อน +1

      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

    • @MusicBaked
      @MusicBaked 8 หลายเดือนก่อน +1

      @@johannestiner thanks bud, I think I got a vibe that made Houdini even more enjoyable to look, great pointers! :)

  • @nathanielprah1088
    @nathanielprah1088 6 หลายเดือนก่อน

    Please I try it and my debris are duplicating and trailing.
    What could be the cause or what should I do?

    • @johannestiner
      @johannestiner  6 หลายเดือนก่อน +1

      In debris source set the life to 1 frame

    • @nathanielprah1088
      @nathanielprah1088 6 หลายเดือนก่อน +1

      Thank sir
      I'm grateful

  • @Gates2Aion
    @Gates2Aion 5 หลายเดือนก่อน

    your screen is so massive it's hard to see what you're explaining sometimes what does the script say at 8:52?

    • @johannestiner
      @johannestiner  5 หลายเดือนก่อน +1

      If( rand(@ptnum) > 0.3 ) removepoint( 0, @ptnum )

    • @Gates2Aion
      @Gates2Aion 5 หลายเดือนก่อน +1

      @@johannestiner Thanks!

  • @wewantmoreparty
    @wewantmoreparty 7 หลายเดือนก่อน

  • @onkarbhade7277
    @onkarbhade7277 5 หลายเดือนก่อน +1

    nice one