Sorry for late reply, I didn't get a notification from YT! Thanks for the comment! And I'm happy you that this video could help your reel! You should post a link to the reel, I would love to see what you have created!
Thanks a lot, very helpful ! But I struggle with one thing. I've added particles to the center for voronoi so pieces are smaller in the center. But in the 3rd tutorial binding bottom to the floor rig doesn't work - wall falls to the ground entirely or flies away no matter what strength, compare or threshold values are. Can you please check this thing or give an advice what I need to google ? ) Thanks !
You may need to turn up the substeps in the rbd solver, this will increase the quality of the simulation at the cost of making the cpu work harder, so you may hear your PC fans start buzzing. Or make the ground thicker and add a proxy geometry like a SDF volume, I show this in an older video of mine: th-cam.com/video/40epzYcvtuQ/w-d-xo.html There is another way I sometimes use is use the rbd solver's ground or if you're inside the dopnet, add a Houdini built-in ground, that tends to be more reliable, however you cannot control the shape of Houdini's build-in ground. Hope that helps!
How to fix flickering problem after rendering. I did RBD simulation in dop net work and after applying texture I rendered then I could see geometry is flickering. Would you please tell me how to fix it?
This is a guess, but I believe the UV's are changing for each frame, because that happened to me once too. Double check if your UV's are being applied before you fracture the geometry? Or it's still ok to apply the UV's after fracturing but it's not ok to apply UV's after RBD sim is taking place, because that's changing the geometry position in the world space, everything's moving. And a lot of the UV nodes in Houdini rely on each point position to calculate UV's. So if the geometry is moving, the points are changing, ... you'll need to apply UV before this. Hope this helps!
Thanks a lot, I have a doubt, I made a Car crash with voronoi fracture and for breaking glass I gave RBD material fracture and in the dop network I made the crash with another static object. Since Car has the animation so I gave deforming active object in the packed object node everything was fine but Car's glass is breaking before it makes contact with static object. would you please tell me how to fix it?
Tweaking the glue constraints can be very tricky. Because the Glue constraints need to be strong enough to withstand gravity, which if the glue isn't strong enough will break by itself. But if you make the Glue constraints too strong, it'll never break, so it is tricky. I suggest using another method to control the breaking and that uses the current frame, but requires a lot more setup inside the dopnet. The method you see in this video is probably the easier way to do it, but requires a lot of trial and error to guess the glue strength with less complex setup in the dopent. Unfortunately I don't have a video available for the public that talks about this. What you would need is a geometryvop/wrangle inside dopnet to add a condition to overwrite the glue constraints on every frame. Sorry if this reply wasn't much help, I'll make a note to add this topic to a future video.
@@bubblepins Thanku....but would you please make a tutorial on destruction between two objects which has already animation (deforming objects). I meant, crash that happened between two vehicles. Thanku
@@gskeffects9607 Sure I'll add it to the list, I've been wanting to do another video on destruction using some of the new vellum deformation tools and maybe combine it with RBD. I think that'll make for some interesting results.
Do you mean the next part to this video? The links are in the comments, but here it is: (Next Video) Control Destruction with Force Fields in Houdini Simulations th-cam.com/video/PH-GnpAaLhI/w-d-xo.html Or do you mean the Constraint Network at 9:53 ? Hope that helps!
@@Wings_Studio I'm not entirely sure what you're looking for, but I do have another video that shows you how to build the constraints manually without using the voronoi fracture node. And when you do it this way you can just assign different names to the glue constraints, like "glue1, glue2, glue3" As shown in this video at 10:36 you pick the corresponding glue constraint name, that's the glue name that was assigned in the SOP level. You'll need to watch this video if you want to do the glue constraints manually, which will give you the luxury to assign different constraint values to different pieces: Destruction Manually Create Glue Constraints from Scratch in Houdini th-cam.com/video/fMft1nQLmd8/w-d-xo.html OR you could control how the constraints are broken. Because you want to control the strength of the glue constraints, because you want some pieces to be stronger than others so when you destroy it some pieces will remain sticking longer than others because they have different constraint values. That is the same thing as controlling the blast force. So in this 3 part video series (this video is the 1st part), that what I try to show you. I use the blasting force to control how the pieces are broken instead of controlling the constraint values. But if you want to control the constraint values, that's a different video, the Manual Create Glue video that I just mentioned. The next 2 parts in the video show you how to create a force field to control how the constraints are broken: (Next Video) Control Destruction with Force Fields in Houdini Simulations th-cam.com/video/PH-GnpAaLhI/w-d-xo.html Control How Glue Constraints Break in Destruction Simulations in Houdini th-cam.com/video/5S7AxS7Xjq4/w-d-xo.html
@@bubblepins ok thanku soo much from your help as i have already watched all your video on destruction so may be i am missing something that i will look again and again thnkx for the links and describing them Keep making such videos ❤👏
You can drop down a File node and then use a transform node to scale it down. If you have a lot of individual files to import, use a merge node to merge all the File nodes together and then use the transform node to scale it all down. Hope that helps!
@@bubblepins thanks 💓💓💓 how can I set unit like cm and meter .. I meant I made a scene in c4d with cm units and I want to work inside Houdini with the same cm units .. I know scaling will help .. but it would be helpful and accurate if we play with the same unit type ??? .. 😊
@@geemongeorge9651 Oh... 1 Houdini Unit = 1meter, but I've noticed that when I import stuff from Blender through FBX or alembic, the units are sometimes messed up. Like it sometimes is off by 10times or something. I've never tried c4d, maybe c4d exports will work better. But keep in mind in Houdini, when you're model is too small, Houdini doesn't like it when you do the simulations. Try to keep the models like within meters. And you can scale it back down 100 times to get back to cm if you want to bring it back to c4d. Hope that helps!
You need to unwrap the box BEFORE you fracture it, this will make things a lot easier. Then after you fracture it, the UV's will stay on each piece, the only issue is the inside primitives. The inside primitives are harder to unwrap. Hope that helps!
@@bubblepins please also make one body of rigid body (RBD) Simulation with doing texture on that...So that we can easily understand...By the way u are the best tutor for me...Of Houdini
@@Honey-pm3ez oh you mean something like Substance Painter? hmmm ... I don't know if Houdini can do something like that easily. I mean it's probably possible, but with complicated vex and stuff. I personally have started using Substance Apps to texture my simulations generated from Houdini
I wonder if you mind add something more advanced and new techniques, the video is A B C in a completely introductory level which I think it's not as organized as the lecturer implies
This was really good! I appreciate the use of boxes and arrows to help explain something and direct our eyes in the right places.
Thanks!
excellent, need more this type tutorials , great work ...
Thanks for watching!
crazy. i learned a lot today
Awesome!
Thank you
This will help in my fx showreel
Sorry for late reply, I didn't get a notification from YT! Thanks for the comment! And I'm happy you that this video could help your reel! You should post a link to the reel, I would love to see what you have created!
Awesome, thank you! 🙏
Thank U! for watching!
Thanks a lot, very helpful ! But I struggle with one thing. I've added particles to the center for voronoi so pieces are smaller in the center. But in the 3rd tutorial binding bottom to the floor rig doesn't work - wall falls to the ground entirely or flies away no matter what strength, compare or threshold values are. Can you please check this thing or give an advice what I need to google ? ) Thanks !
You may need to turn up the substeps in the rbd solver, this will increase the quality of the simulation at the cost of making the cpu work harder, so you may hear your PC fans start buzzing.
Or make the ground thicker and add a proxy geometry like a SDF volume, I show this in an older video of mine:
th-cam.com/video/40epzYcvtuQ/w-d-xo.html
There is another way I sometimes use is use the rbd solver's ground or if you're inside the dopnet, add a Houdini built-in ground, that tends to be more reliable, however you cannot control the shape of Houdini's build-in ground.
Hope that helps!
@@bubblepins Thanks ! I almost forgot about substeps - will check later .. Vellum changes drastically with every substep, maybe either does rbd
How to fix flickering problem after rendering. I did RBD simulation in dop net work and after applying texture I rendered then I could see geometry is flickering. Would you please tell me how to fix it?
This is a guess, but I believe the UV's are changing for each frame, because that happened to me once too. Double check if your UV's are being applied before you fracture the geometry? Or it's still ok to apply the UV's after fracturing but it's not ok to apply UV's after RBD sim is taking place, because that's changing the geometry position in the world space, everything's moving. And a lot of the UV nodes in Houdini rely on each point position to calculate UV's. So if the geometry is moving, the points are changing, ... you'll need to apply UV before this.
Hope this helps!
@@bubblepins Thanku so much for your concern. But I did UV's before fracturing.
Thanks a lot, I have a doubt, I made a Car crash with voronoi fracture and for breaking glass I gave RBD material fracture and in the dop network I made the crash with another static object. Since Car has the animation so I gave deforming active object in the packed object node everything was fine but Car's glass is breaking before it makes contact with static object. would you please tell me how to fix it?
Tweaking the glue constraints can be very tricky. Because the Glue constraints need to be strong enough to withstand gravity, which if the glue isn't strong enough will break by itself. But if you make the Glue constraints too strong, it'll never break, so it is tricky.
I suggest using another method to control the breaking and that uses the current frame, but requires a lot more setup inside the dopnet. The method you see in this video is probably the easier way to do it, but requires a lot of trial and error to guess the glue strength with less complex setup in the dopent. Unfortunately I don't have a video available for the public that talks about this.
What you would need is a geometryvop/wrangle inside dopnet to add a condition to overwrite the glue constraints on every frame.
Sorry if this reply wasn't much help, I'll make a note to add this topic to a future video.
@@bubblepins Thanku....but would you please make a tutorial on destruction between two objects which has already animation (deforming objects). I meant, crash that happened between two vehicles.
Thanku
@@gskeffects9607 Sure I'll add it to the list, I've been wanting to do another video on destruction using some of the new vellum deformation tools and maybe combine it with RBD. I think that'll make for some interesting results.
Can you share your in between glue video so i can connect different geometry with constraints thnku always love the way make tutorials 😍👏
Do you mean the next part to this video? The links are in the comments, but here it is:
(Next Video) Control Destruction with Force Fields in Houdini Simulations
th-cam.com/video/PH-GnpAaLhI/w-d-xo.html
Or do you mean the Constraint Network at 9:53 ?
Hope that helps!
I mean about the strong and weak glue constraints which you can setup for inbetween glue individually i just cant understand them
@@Wings_Studio I'm not entirely sure what you're looking for, but I do have another video that shows you how to build the constraints manually without using the voronoi fracture node. And when you do it this way you can just assign different names to the glue constraints, like "glue1, glue2, glue3" As shown in this video at 10:36 you pick the corresponding glue constraint name, that's the glue name that was assigned in the SOP level.
You'll need to watch this video if you want to do the glue constraints manually, which will give you the luxury to assign different constraint values to different pieces:
Destruction Manually Create Glue Constraints from Scratch in Houdini
th-cam.com/video/fMft1nQLmd8/w-d-xo.html
OR you could control how the constraints are broken. Because you want to control the strength of the glue constraints, because you want some pieces to be stronger than others so when you destroy it some pieces will remain sticking longer than others because they have different constraint values. That is the same thing as controlling the blast force. So in this 3 part video series (this video is the 1st part), that what I try to show you. I use the blasting force to control how the pieces are broken instead of controlling the constraint values.
But if you want to control the constraint values, that's a different video, the Manual Create Glue video that I just mentioned.
The next 2 parts in the video show you how to create a force field to control how the constraints are broken:
(Next Video) Control Destruction with Force Fields in Houdini Simulations
th-cam.com/video/PH-GnpAaLhI/w-d-xo.html
Control How Glue Constraints Break in Destruction Simulations in Houdini
th-cam.com/video/5S7AxS7Xjq4/w-d-xo.html
@@bubblepins ok thanku soo much from your help as i have already watched all your video on destruction so may be i am missing something that i will look again and again thnkx for the links and describing them
Keep making such videos ❤👏
@@Wings_Studio You're welcome. Hope everything works out!
Great tutorial! The sidefx master class on constraints skips over some basic stuff....
Thanks so much!
thank you for this tutorial,
Happy New Year!
@@bubblepins "Happy New Year to you too, thank you."
How can I set scene scale unit in Houdini .. I imported a mesh from c4d and it way too big inside Houdini viewport
You can drop down a File node and then use a transform node to scale it down. If you have a lot of individual files to import, use a merge node to merge all the File nodes together and then use the transform node to scale it all down.
Hope that helps!
@@bubblepins thanks 💓💓💓 how can I set unit like cm and meter .. I meant I made a scene in c4d with cm units and I want to work inside Houdini with the same cm units .. I know scaling will help .. but it would be helpful and accurate if we play with the same unit type ??? .. 😊
@@geemongeorge9651 Oh... 1 Houdini Unit = 1meter, but I've noticed that when I import stuff from Blender through FBX or alembic, the units are sometimes messed up. Like it sometimes is off by 10times or something. I've never tried c4d, maybe c4d exports will work better.
But keep in mind in Houdini, when you're model is too small, Houdini doesn't like it when you do the simulations. Try to keep the models like within meters. And you can scale it back down 100 times to get back to cm if you want to bring it back to c4d.
Hope that helps!
@@bubblepins oh 😊 yes ... Thank you ... So I guess meter is the unit I should play with ... 💓💓 Thanks for the quick reply 😊😊
I Want to add texture on the wall instead of color...How will I do that...
You need to unwrap the box BEFORE you fracture it, this will make things a lot easier. Then after you fracture it, the UV's will stay on each piece, the only issue is the inside primitives. The inside primitives are harder to unwrap.
Hope that helps!
@@bubblepins No, I had to ask that without extracting it, we can not apply the text as if we are coloring something with that type...
@@bubblepins please also make one body of rigid body (RBD) Simulation with doing texture on that...So that we can easily understand...By the way u are the best tutor for me...Of Houdini
@@Honey-pm3ez oh you mean something like Substance Painter? hmmm ... I don't know if Houdini can do something like that easily. I mean it's probably possible, but with complicated vex and stuff. I personally have started using Substance Apps to texture my simulations generated from Houdini
@@Honey-pm3ez It is on the list.... but my list is very long and it takes forever for me to do a tutorial series. Thanks for your patience!
if you have this type of viewport issue so press ' H ' for reset viewport
it's useful
THanks!
عالی
I wonder if you mind add something more advanced and new techniques, the video is A B C in a completely introductory level which I think it's not as organized as the lecturer implies