Particle instancer to rbd object || HOUDINI TUTORIAL

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  • เผยแพร่เมื่อ 14 ต.ค. 2024
  • in this video we will talk about how to convert particles to rbd object.

ความคิดเห็น • 67

  • @madjidbouharis729
    @madjidbouharis729 ปีที่แล้ว

    Thank you so much mate, that assemble node gave me a headache this whole evening thanks so much, you saved my day

  • @Masarra2017
    @Masarra2017 4 ปีที่แล้ว +2

    One of the most beautiful channels of Houdini education ... But at every end of the lesson you must give us an overview of the Render method

  • @alphaillusion4541
    @alphaillusion4541 3 ปีที่แล้ว +1

    Believe it or not, this has just saved my project. Thank you champ! 👍👍👍

    • @MRFXoriginal
      @MRFXoriginal  3 ปีที่แล้ว

      Enjoy and always welcome 🥰

  • @ABlackbirdCalledSue
    @ABlackbirdCalledSue 4 ปีที่แล้ว +3

    very nice! Clear & concise and just what I was looking for!

  • @3dBlenderLab
    @3dBlenderLab 3 ปีที่แล้ว +1

    Omgggg thank you very much! Much love and appreciation from the PH!!

  • @marc1137
    @marc1137 25 วันที่ผ่านมา

    in the same way could convert this balls to cloth like vellum? , i cant find a way in maya since each particle create new mesh and crash

  • @travislrogers
    @travislrogers 4 ปีที่แล้ว +1

    Great info and well presented! Thanks for sharing your knowledge!!

  • @harshavardhanks2624
    @harshavardhanks2624 3 ปีที่แล้ว +1

    excellent video, just wat i was looking for. Thanks

  • @raheel_qureshi
    @raheel_qureshi 4 ปีที่แล้ว +1

    nice bro this is very helpful for me thanks

  • @rohitsrivastava9471
    @rohitsrivastava9471 3 ปีที่แล้ว +1

    Great. Will try in Houdini 18.5

  • @mtscott44
    @mtscott44 11 หลายเดือนก่อน

    This is awesome thanks man. But how to create a custom collision object instead of ground plane? I can't import one...

  •  3 ปีที่แล้ว +2

    Hey MR. FX. Very useful tutorial, thank you. I want to export this simulation as particle animation with position and rotation variables. So I can import it to Cinema 4D and clone my objects on exported particles. How I can do it? I only want variables and particles without geometry.

  • @gsanimation6107
    @gsanimation6107 3 ปีที่แล้ว +1

    Thanks for lesson. But, how we can export to alembic this rbd?

  • @pankaj_nishad98
    @pankaj_nishad98 4 ปีที่แล้ว +1

    Fantastic Tut. Bro....keep it up

  • @gouravkd8545
    @gouravkd8545 11 หลายเดือนก่อน

    To the point. Perfect!! Thanks.

    • @MRFXoriginal
      @MRFXoriginal  9 หลายเดือนก่อน

      Much appreciated

  • @arsenurano4164
    @arsenurano4164 4 หลายเดือนก่อน

    thanks for your tutorial. I found that the attribute "w" seens to be broken it always has a small value like 15degree/s but I can see the object spin at a fast speed....

  • @mithunkrishna3567
    @mithunkrishna3567 ปีที่แล้ว

    what if I have to use a voronoi effect or material fracture for breaking those objects, also to break at specific area for collision.

  • @Explorelifewithoshin
    @Explorelifewithoshin 4 ปีที่แล้ว +2

    Bhut bdia sir ji... Aap hi ek hope ho😀

  • @mareknovotny5833
    @mareknovotny5833 3 ปีที่แล้ว +3

    For Houdini 18.5 try to use RBD solver its much faster, use instancing in copys... it much easier for pc to calculate

    • @wetpanda4140
      @wetpanda4140 3 ปีที่แล้ว +1

      i tried using pack and instance in copytopoints and then using the rbd solver but its slower than the bullet solver w assemble node - what did you mean by instancing copies, is there an instance node?

    • @juancarlosgzrz
      @juancarlosgzrz 2 ปีที่แล้ว +2

      @@wetpanda4140 it is faster but collisions aren't working, he should tell the story complete

  • @NextroneOfficial
    @NextroneOfficial 4 ปีที่แล้ว +1

    Why didn't you enabled "pack and instance" option in the copytopoints sop, and instead you went with assemble?

  • @andymore4587
    @andymore4587 3 ปีที่แล้ว

    Very useful Tutorial ! Thank you so much

  • @felipeseixascoelho8910
    @felipeseixascoelho8910 4 ปีที่แล้ว +1

    This is GREAT, thanks a lot! If I may ask something, I made a simulation of rocks using this setup and made a material using some noises. But when I apply to the dop import of the final sim, the material does not stick to each rock, rather it stays like a big texture with the rocks passing over. I'm wondering that I need to make a uv for each rock, do you have any ideia of how? Thanks again!

    • @MRFXoriginal
      @MRFXoriginal  4 ปีที่แล้ว +1

      First of all cache ur rbd sim as points in dopimport then use us uv rocks with transfoem point node it should work

    • @felipeseixascoelho8910
      @felipeseixascoelho8910 4 ปีที่แล้ว +1

      @@MRFXoriginal Thanks for your quick answer! Congrats for your work!

  • @christopherhearty5451
    @christopherhearty5451 11 หลายเดือนก่อน

    How do you apply materials to the specific objects like in the thumbnail?

    • @MRFXoriginal
      @MRFXoriginal  9 หลายเดือนก่อน

      In starting when we connect object to the switch node use material node and apply material to the objects

  • @sphanhoo
    @sphanhoo 2 ปีที่แล้ว

    Good tutorial,Thx

  • @StaticX73
    @StaticX73 2 ปีที่แล้ว

    how your simulation goes fat inside the dopnet node? mine goes super slow

  • @gouravkd8545
    @gouravkd8545 11 หลายเดือนก่อน

    what if I want to replace all the primitive geometry to high poly meshes AFTER the simulation. Is it possible? As far as I know, if initial geometry is not changed, then it is possible but in our case initial geometry is continuously generated with particle system which then seem hard to replace to our custom mesh (high poly mesh).

    • @MRFXoriginal
      @MRFXoriginal  9 หลายเดือนก่อน

      We can give some attribute to our geometry and then we can replace them with high poly based on those attribute

    • @MRFXoriginal
      @MRFXoriginal  9 หลายเดือนก่อน

      Btw nice thought i will give it a try

  • @bokajon
    @bokajon 2 วันที่ผ่านมา

    In Houdini 20.5 I had to use the RBD Solver instead of the Bullet Solver in order to make it work. Not sure why unfortunately.

  • @TalkThisOut
    @TalkThisOut 3 ปีที่แล้ว +1

    super useful video! ty fam!

  • @rostyslavshmatkov8112
    @rostyslavshmatkov8112 2 ปีที่แล้ว

    How increase pscale with time if we delete particles? I want my sphere make bigger with age.

  • @onkarbhade7277
    @onkarbhade7277 4 ปีที่แล้ว +1

    Nice

  • @romangoncharov9749
    @romangoncharov9749 ปีที่แล้ว

    Hi, how setup partical behaviour for stick to surface ?

    • @MRFXoriginal
      @MRFXoriginal  ปีที่แล้ว

      u can ray to the surface geometry if its plane

  • @matze2001
    @matze2001 3 ปีที่แล้ว +1

    THX for this tutorial!

  • @jingchen3863
    @jingchen3863 2 ปีที่แล้ว

    Hi , How to make sure the color and texture of each instance will remain after the RBD Dop network simulation ?

    • @MRFXoriginal
      @MRFXoriginal  2 ปีที่แล้ว

      join the whatsapp group and discuss there

  • @SwitchMaxFX
    @SwitchMaxFX 3 ปีที่แล้ว +1

    how can i replace the low res pieces with high res geo?

    • @MRFXoriginal
      @MRFXoriginal  3 ปีที่แล้ว

      U can use transform pieces or u can use vex also

    • @SwitchMaxFX
      @SwitchMaxFX 3 ปีที่แล้ว

      @@MRFXoriginal having some trouble with the setup here. this is my node setup currently. is there something I have to add also in the dopnet node? i.imgur.com/GP8qsdt.png

  • @kaumbakonga2144
    @kaumbakonga2144 4 ปีที่แล้ว +1

    is there a way to have the objects follow a path?

  • @krishnanunnib4546
    @krishnanunnib4546 3 ปีที่แล้ว

    Won't this create a lot of rbd-packed objects? (Check spreadsheet)

  • @surendirenparthasarathy9087
    @surendirenparthasarathy9087 3 ปีที่แล้ว

    How to export end to alembic?

  • @kyozhan7172
    @kyozhan7172 4 ปีที่แล้ว

    hello,not all of em can be render out,why?

  • @markssali7528
    @markssali7528 ปีที่แล้ว +1

    this deosnt work with houdini 19 ,keep in mind

  • @dreamsprayanimation
    @dreamsprayanimation 5 วันที่ผ่านมา

    Or you could just put $FF in the global seed of the scatter node.

  • @juancarlosgzrz
    @juancarlosgzrz 2 ปีที่แล้ว +1

    This doesn't work with Houdini 19

    • @Mati_Motion
      @Mati_Motion ปีที่แล้ว +1

      I already noticed that trying in 19.5 ... that sucks... how to do it ?

  • @controlCcontrolVmedia
    @controlCcontrolVmedia 7 หลายเดือนก่อน

    i had to turn off the first gravity node inside the POP-network >>>>>>>I hope this comment will save someone 2 hours of scratching ur head