Combining Solvers With a Multi-Solver in Houdini

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  • เผยแพร่เมื่อ 1 เม.ย. 2017
  • A cool thing that you can do in Houdini is to stack solvers with the help of a multi-solver. In this tutorial I'm showing a simple example of this by using a pop solver together with a bullet solver.
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ความคิดเห็น • 50

  • @quentinrossetto1899
    @quentinrossetto1899 ปีที่แล้ว

    5 years later and this video still helps me a lot, thanks !

    • @quentinrossetto1899
      @quentinrossetto1899 ปีที่แล้ว

      Still the simplest and most usefull ressource on multisolver as well, congrats !

  • @aminebenafla
    @aminebenafla 6 ปีที่แล้ว +6

    simple and sweet ! i like that sometimes we can get soo lost inside Houdini about how we was build ( complexity ); but to get the job done can be more easier than we thought i dont mean i dont love the level of access to the data with it thats why i
    I threw my 8 years in 3ds max but i use to watch alot of tutorials ! that one its pretty sharp about specific question beside the fact to get the background ! you do a great job dude thanks !

  • @abstractwaves6166
    @abstractwaves6166 6 ปีที่แล้ว

    very good tutorial, short and straight to the point

  • @edschiffer
    @edschiffer 7 ปีที่แล้ว +8

    THANKS! That's exactly what I was looking for.

  • @ParticleSkull
    @ParticleSkull 7 ปีที่แล้ว +7

    Cool stuff! Thank you

  • @TheKitneys
    @TheKitneys 7 ปีที่แล้ว +1

    Great stuff. Thanks for sharing your insight.

  • @AnsonSavage
    @AnsonSavage 5 หลายเดือนก่อน

    I keep coming back to this video, so good!

  • @aeko
    @aeko 4 ปีที่แล้ว +4

    AMAZING video! Thanks so much for the super quick explanation. Simple and perfect! New subscriber. Please make more about DOPs like this!

  • @Dominic-du4ow
    @Dominic-du4ow 3 ปีที่แล้ว

    Simple and powerful. Thanks for sharing.

  • @rickedeckard2006
    @rickedeckard2006 6 ปีที่แล้ว

    Many thanks for you time. Excellent tip.

  • @Sobieski526
    @Sobieski526 3 ปีที่แล้ว

    So simple! Thank you

  • @mohanpugaz
    @mohanpugaz 7 ปีที่แล้ว +1

    Oh Man Very very useful tricks!. Thanks a lot!

  • @riccardobrunello2248
    @riccardobrunello2248 6 ปีที่แล้ว

    really cool!!

  • @traceurAlex
    @traceurAlex 4 ปีที่แล้ว

    super cool!

  • @rahulbisht396
    @rahulbisht396 7 ปีที่แล้ว +1

    you always surprise me sir

  • @saadomar1101
    @saadomar1101 6 ปีที่แล้ว

    i gotta thank you man !

  • @PhilippPavlov
    @PhilippPavlov 6 ปีที่แล้ว

    Oh, so thats how it could be done... Thanks, very useful!

  • @massimobaita7178
    @massimobaita7178 3 ปีที่แล้ว

    Thank You very much!

  • @ahahlex
    @ahahlex 7 ปีที่แล้ว +1

    thanks !

  • @muhammetmertturan
    @muhammetmertturan 7 หลายเดือนก่อน

    I LOVE YOU, thanksss. U R Amazinggg

  • @rileyman360
    @rileyman360 3 ปีที่แล้ว +1

    quick question, after adding the bullet rdb solver into the multisolver, and making sure they're in the correct order shown here, I found that the objects don't follow the curve force I had drawn, however when I remove it, they follower the curve force exactly as I want them to. Any idea on what might be happening? The tutorial you've made is otherwise perfect and greatly appreciated.

  • @HangYuriYangFX
    @HangYuriYangFX 5 ปีที่แล้ว +1

    I actually have a question... How to make pop interactive with simulated RBDs?

  • @anthonymcgrath
    @anthonymcgrath 7 ปีที่แล้ว +1

    loving these short tuts for you thanks :) any chance you could do one for destruction? I know there's a few on yt but maybe a 3 vid series.. propagate cracks.. controlling simulated pieces to a final rest position.. stuff like that?

    • @ShortSweet3D
      @ShortSweet3D  7 ปีที่แล้ว +1

      Happy you like them! :) Sure, that's not a bad idea. I have a few others tuts I need to finish up first, but then I'll have go at it.

  • @mrmaxim77726
    @mrmaxim77726 7 ปีที่แล้ว +1

    Це дивовижно! Дякую!

  • @tomjerry84
    @tomjerry84 5 ปีที่แล้ว +2

    I wanna give this a hundred Like

  • @Koba_K24
    @Koba_K24 5 ปีที่แล้ว +2

    This is wonderful but they're still intersecting because the geometry isn't following the rotation of the bullet solver's geometry representation. I haven't found a way to solve this yet and this is happening also in this video if you look closely... they're only partially avoiding each others.

    • @dannyanalogue
      @dannyanalogue 4 ปีที่แล้ว

      I have the exact same problem. Did you ever solve it?

  • @ChrisGray3d
    @ChrisGray3d 4 ปีที่แล้ว

    Very cool. Doing this in 17.5, the packed primitive 0 that comes out of the dopnet doesn't seem to be affected by the pop curve force. It just floats off. I'm deleting it with a blast, but I wouldn't mind understanding why this first cube is different. It's even created when I turn the particle generation off.

    • @ShortSweet3D
      @ShortSweet3D  4 ปีที่แล้ว

      Hmmm, odd. I opened up my old project file and it seems like it still work in 17.5 for me

  • @mathef
    @mathef 7 ปีที่แล้ว +1

    Very cool tutorial! Thank you :) Can anybody help me with randomizing particle scales please?

    • @ShortSweet3D
      @ShortSweet3D  7 ปีที่แล้ว +1

      Just put a wrangle right after the scatter node and type: "f@pscale=fit01(rand(@Frame),0.5,1);" The last two values are the scale range.

  • @angosalvo5734
    @angosalvo5734 3 ปีที่แล้ว

    I hope it's not too late to thank you for this :)
    If you're still around. Is there a way to modify the scale of objects along the curve based on their age ?

    • @098765432qwertyuiop
      @098765432qwertyuiop 3 ปีที่แล้ว +1

      Entagma did a video on this some time ago, basically you need to trick the solver into thinking it's new objects @every frame (also this crashes a lot so beware) th-cam.com/video/kZuoPyLcj64/w-d-xo.html
      And i;m not really sure of the usefulness of the popsource in OP's videos as you could just as well create a packedobject on everyframe and applying the popforce in the 3rd input of the Rigid Body Solver

    • @angosalvo5734
      @angosalvo5734 3 ปีที่แล้ว

      @@098765432qwertyuiop
      Thanks. Will check it out
      I've got I work around though for what I was doing

  • @ichtreffnixtv8605
    @ichtreffnixtv8605 4 ปีที่แล้ว

    Is there a way to scale the instances inside the dopnet? I'd like to decrease the scale over time based on @nage.

    • @ShortSweet3D
      @ShortSweet3D  4 ปีที่แล้ว

      yes, set the packed transform with setpackedtransform() (or setprimintrinsic if you are on an really old version of Houdini)

    • @ichtreffnixtv8605
      @ichtreffnixtv8605 4 ปีที่แล้ว

      @@ShortSweet3D Thx for your reply, should I use a pointwrangle ? And where exatcly should I place it?

    • @ShortSweet3D
      @ShortSweet3D  4 ปีที่แล้ว

      @@ichtreffnixtv8605 depends, I usually put it in a SOP solver and an attribute wrangle. I think Entagma might have done a tutorial about this a few years back that you prob still can find online

    • @ichtreffnixtv8605
      @ichtreffnixtv8605 4 ปีที่แล้ว

      @@ShortSweet3D Alright. Thanks for the answers ! :)

    • @ichtreffnixtv8605
      @ichtreffnixtv8605 4 ปีที่แล้ว

      Ok, I've managed to change the scale of the instances, even over time , however I can't control it. I actually have some sort of nage, which would let me map the scale with chramp(), but the problem is that there are always new instances being generated, and I permanently want to get the packed transform of the creation frame.
      This would be easy if all the packed instances were created at one frame, then I could just branch of with a timeshift and set it to creationframe, then wire it in my dop and read the packed transform, which would always be the initial packed transform. Then I could multiply that with my chramp() and I would get a clean control of my scale in the sim. I'm not sure if this is possible.
      Long story short; is there a way to store the value of the packed transform on its creationframe in an attribute?
      So something like this:
      matrix3 trn = primintrinsic(...).valueAtTime(@creationtime)

  • @sketchydreams5097
    @sketchydreams5097 ปีที่แล้ว +1

    Hi! I tryed on Houdini 18.5, 19.0 and 19.5, on 19.5 the box colision meshes apears far from the geometry, in the other versions works fine, anyone faced that, knows how to fix? or if it`s a bug ?

    • @archiltsutskiridze9605
      @archiltsutskiridze9605 ปีที่แล้ว

      Hello man. How to you fix this bug?

    • @sketchydreams5097
      @sketchydreams5097 ปีที่แล้ว +1

      @@archiltsutskiridze9605 I only could use in the 18.5 and 19.0, I don't know what happened on 19.5

    • @archiltsutskiridze9605
      @archiltsutskiridze9605 ปีที่แล้ว +1

      @@sketchydreams5097 Thank you Man! 👍😎

  • @DommageCollateral
    @DommageCollateral ปีที่แล้ว

    hello!

  • @christianbohm6118
    @christianbohm6118 2 ปีที่แล้ว

    This is completely unnecessary. The POP Curve Force works with packed RBD directly.

    • @BaconBlocks
      @BaconBlocks ปีที่แล้ว

      not completely, in this setup you're able to continuously emit rbd objects

    • @christianbohm6118
      @christianbohm6118 ปีที่แล้ว

      @@BaconBlocks You can continuously emit RBD objects. Not very hard.