Houdini community seriously needs such videos that let more and more folks enter the industry. There has always been a large gap in quality intro level training. Bubble Pins do a great work in preparing folks for more complicated training which is plenty in the net. Keep doing it, we want more and more of this!
All I have to say is “wow” the pace of the lecture, the clarity and practical examples make this one of the best Houdini tutorials I’ve come across. Thank you so much. I will defiantly subscribe and make this my go to for future lessons.
Thank you so much! You were very thorough with your explanation and precise with the words. Goes to show how clear your concepts are. And also your voice is so soothing to hear. Looking forward to more content from you. Cheers!
This is awesome! Thank you for making this. Between your stuff and Indie Pixel's, I've got more than enough learning material to keep me busy for quite a while! Not to mention all the stuff the folks on the discord server challenge each other with. You should stop by!
The ground plane inside the dop network is more of a proxy object to help with the rbd simulation. You can always add a ground geometry to be rendered out that matches the same position as the ground inside the dop network. In the RBD sop tools, for the RBD solver (sop node), the ground is also available there and is not rendered and you also have to add additional geometry to render it. The ground inside the dop network is mainly for collisions and so your rbd pieces don't fall infinitely forever, I like to think of it as a nice to have. Hope that makes sense!
I used a rbd fracture to import it into DOPNET, there are two types of rbds, a packed rbd and the one you see in the video. I have a hunch, just a guess, but maybe you have packed primitives instead? Or are you following my video with the object merge modular setup? You don't have to do that, I only did that to show how to setup Houdini scenes with the Good Practice way of doing it. Double check your Object merge node and see if that is linked paths are proper links. Because it is an extra setup in the middle. And it is important to note this video is a little dated, SideFX now has these newer RBD SOP tools where the RBD Solver is straight in the SOP context eliminating the need for DOPNET completely. But DOPNET is still here for us and does provide a bit more advanced usage. I hope that helps!
Hi, this video is a little dated, in Houdini 18 and later, there's a set of new RBD SOP nodes. And it allows you to render it on the object level out of the box. I have started a new mini-series focusing on the newer RBD SOP nodes: th-cam.com/play/PLqovuMX-teVMhkAd5dCfUI17Api5_YaPO.html Hope this helps!
@@bubblepins Thx. it‘s the rendering where I struggle. I figured it out, but my render is just black, although there are three lights in my scene 🤷🏻♂️
@@fexvfx Try adding a Dome Light or Environment Light, that will light up the entire scene. The 3 lights you added may not be powerful enough, or may be too far from the camera shot.
@@bubblepins I tried that as well. It didn’t work. Maybe it‘s because of the limited apprentice version or a mantra bug. IDK 🤷🏻♂️. Thx for the tips tho ;)
I previously made a video on how you can fracture a wall by hitting it with a sphere, I think that's what you're looking for: th-cam.com/video/n0H3NM0EMug/w-d-xo.html It uses glue constraints to hold the fractured wall in place until the sphere comes close enough to hit it and break the wall apart. Hope that helps!
@@hamadalateeqi8594 That is a little advanced one, you still do the same thing shown in the link I provided above, but there's an added step of fracturing the sphere and an additional step of adding glue constraints to hold the sphere together before impact. The glue constraints will hold each of both the sphere and box together until impact. On impact, they both break. How they break will be determined by how strong the glue is on each individual geometry, so you can set a stronger glue for the sphere and a weaker glue for the box. This should make the box break more easily. And to make the sphere move, there's a million ways to make it move, but the simplest way is like throw the sphere toward the box, you need to add some initial velocity in the rbd fracture object node inside the dopnet for the sphere. Hope that helps!
I actually wrote a blog post about this before: bubblepins.com/blog/rbd-vs-bullet-solver-in-houdini A quick summary of the answer is that RBD Solver uses a more accurate representation of the proxy collision geometry, but this will come at the cost of more computation time. Bullet Solver uses a less accurate, way to represent the collision geometry, like it uses primitives to re-represent the geometry so this will be much faster to cook when the solver is trying to detect if something is overlapping. On SideFX's documentation they say the Rigid Body Solver node is a union of the two solvers, I don't know if that means that it uses a combination of both of the algorithms to calculate things. It might just be giving us a lot of parameters & options between the two solvers to create a new way of solving. Best of both worlds I guess. Hope that helps!
.Hello, the tutorial was really great and it helped a lot. But how would I export the geometry at the end of this? The final Frame result. As an fbx or obj for instance, I have tried with file node and exporting with save to disk but always get error message when I try to import in blender or maya.
I talk about the dop i/o stuff in the next video. You'll need the dop import stuff to extract all the sim data from the dopnet and into the sop level. Then you can export the dop import geometry as FBX or alembic. I have tried FBX and it is compatible with Blender, but fails on occasion. Alembic always works for me for geometry and particles, from Houdini to Blender. But be aware Blender only supports the import of 1 attribute, Cd. It cannot import any other attributes. This means you loose all the data calculated from the rbd solver, like velocity, forces, and such. So this will make it harder to setup materials in Blender. Hope this helps!
I think you're on the object level. Drop down a "geometry" node and double click it to get into the geometry context. Then you'll find the voronoi fracture node available. Hope that helps!
You can use a timeshift node or a cheap trick that I tried doing once was using a file cache node and just save that one frame and rename the file cache so you remove the $F in the name and it will just save and load that one frame. However the timeshift is more appropriate method. Thanks for watching! One thing I forgot to mention is you may need to use the boolean node to make all the fractured pieces a whole if that's what you need. For example, I sometimes use the destruction sim in Houdini to make a base mesh and turn it into a single object and port it over to zbrush for sculpting. In this case, you need to use either the boolean node to make everything one single object OR use a vdbfrompolygon node to make it into a volume and then turn it back into a polygon, this technique is often used for creating a single geometry or retopologize.
It should be fine. I believe the Houdini Apprentice version doesn't have any limitations on these features, it only limits you on export functionalities and render resolutions. Hope that helps!
@@boosting_my_adrenaline Did you drop down a dopnet node first? You need to go inside the dopnet to make the RBD Objects available. This video was filmed in Houdini 17.5 so if you have H18 it should be good too. This is where I start dropping down the dopnet and RBD Objects: th-cam.com/video/wDGViZ3XQnY/w-d-xo.html Hope this helps!
Yeah there were a couple of videos where the gpu driver was a little weird, and it was hiding the mouse in the desktop recordings. In earlier and later videos the mouse is recorded. I do highlight all relevant node throughout the video to try to compensate. Wasn't sure what was wrong, but this doesn't happen anymore ever since the last few software updates.
Hello ! i saw you work so hard on your channel and introduce really value content as free tutorials i am asking you because i wanted to do the same and i already did but after 2 months of hard work users like my lessons but without any income in my poket ! so i just want to know why you didnt try to have income from your teaching , like making payment courses in many platform or patreon for example , or any other financial support ?
I actually get that question a lot at the beginning. I do plan to monetize some portion of my online content soon, but it will probably be about more advanced topics. To be honest, most of the topics I covered on my channel are quite simple and I just didn't think it was worth charging someone for it. The reason I want to monetize some of the future more advanced topics is because I got lots of ideas, but some of the ideas I have require a bit of a budget to develop. For example, Houdini for the industrial applications or even just more advanced VFX scenes. Payment courses are not all that great, or I don't know, I never actually did one so I can't say for sure. But most platforms like Udemy or CGCircuit take like 50% commission so it's not as great as it looks. If you are considering making a course for sale, I suggest you look into Gumroad because they cost less fees and I heard the taxes are calculated for you for most country sales. For disclosure I haven't actually done a Gumroad product before so this is just stuff I read online. I have looked into this Fiverr stuff for Houdini, but that was only because I wanted to do a Fiverr video, not really for money. But my gosh ... Fiverr is really different, so I might just give up that idea all in all. Good luck!
@@bubblepins yes when it comes to courses gumroad is of of the best choices, of course your lessons worth charge you do efforts and time, to be able to contine you have to get payed not just credit, i sugestion you start patreon, you will find lots of supporter and fans who belives you deserve, so my advice do a patreon account and start post videos there and earn some money for your efforts , good luck
@@testvideo305 I actually wrote a blog post about this: bubblepins.com/blog/rbd-vs-bullet-solver-in-houdini?rq=rbd See if that makes things a bit more clear!
I like the tutorial, but you spend way too much time explaining the thought process (which is good) but absolutely no time explaining what nodes youre adding in half the time Like I had to stop and reset the video 4 times to figure out what you put under the geo node
Houdini community seriously needs such videos that let more and more folks enter the industry. There has always been a large gap in quality intro level training. Bubble Pins do a great work in preparing folks for more complicated training which is plenty in the net. Keep doing it, we want more and more of this!
Thanks for the awesome comment! Much appreciated!
All I have to say is “wow” the pace of the lecture, the clarity and practical examples make this one of the best Houdini tutorials I’ve come across. Thank you so much. I will defiantly subscribe and make this my go to for future lessons.
Thanks!!
Thank you so much! You were very thorough with your explanation and precise with the words. Goes to show how clear your concepts are. And also your voice is so soothing to hear. Looking forward to more content from you. Cheers!
Thanks so much for the generous comment!!
This really is an amazing tutorial! I'm so glad there are people out there like you making this type of tutorial!
Thanks!
This is awesome! Thank you for making this. Between your stuff and Indie Pixel's, I've got more than enough learning material to keep me busy for quite a while! Not to mention all the stuff the folks on the discord server challenge each other with. You should stop by!
Thanks for sharing! I'll definitely check them all out!
@@bubblepins awesome! If you do want to stop by one day, this is the Discord server -- discord.gg/C8ZFum5 -- would be nice to hear from you!
The teaching methods are very simple and attractive and also very precise sentences have been selected.
Thank you so much for the awesome comment!
I like the sound effects that you add to the renders :)
I like your tutorials. It is simply to understand for new beginners, thanks for sharing!
wow.........finally i made something with Houdini... THX!!!!!!!!!!!
I'm happy this video helped you! Thanks for watching!
Thank you for all your wonderful tutorials!
Thanks for watching! It's all thanks to everyone watching my videos to keep me going forward!
Excellent video. Why is ground plane not available outside DOP network? Is it because it's a static object? what does it mean?
The ground plane inside the dop network is more of a proxy object to help with the rbd simulation. You can always add a ground geometry to be rendered out that matches the same position as the ground inside the dop network. In the RBD sop tools, for the RBD solver (sop node), the ground is also available there and is not rendered and you also have to add additional geometry to render it. The ground inside the dop network is mainly for collisions and so your rbd pieces don't fall infinitely forever, I like to think of it as a nice to have. Hope that makes sense!
Thx.@@bubblepins
Awesome Thankyou for this!
Thanks for the comment!
Nice tutorial, but at 11.47, when i import OUT_Fractured_Geo, nothing show up, is there any step i dont know as beginner?
I used a rbd fracture to import it into DOPNET, there are two types of rbds, a packed rbd and the one you see in the video. I have a hunch, just a guess, but maybe you have packed primitives instead? Or are you following my video with the object merge modular setup? You don't have to do that, I only did that to show how to setup Houdini scenes with the Good Practice way of doing it. Double check your Object merge node and see if that is linked paths are proper links. Because it is an extra setup in the middle. And it is important to note this video is a little dated, SideFX now has these newer RBD SOP tools where the RBD Solver is straight in the SOP context eliminating the need for DOPNET completely. But DOPNET is still here for us and does provide a bit more advanced usage.
I hope that helps!
Thank you! Your tutorial is very helpful
Thanks! Thanks for watching!
Great tutorial. I'm a beginner and dont know how to render this. I mean it has to be in the obj oder out menu right?
Hi, this video is a little dated, in Houdini 18 and later, there's a set of new RBD SOP nodes. And it allows you to render it on the object level out of the box. I have started a new mini-series focusing on the newer RBD SOP nodes:
th-cam.com/play/PLqovuMX-teVMhkAd5dCfUI17Api5_YaPO.html
Hope this helps!
@@bubblepins Thx. it‘s the rendering where I struggle. I figured it out, but my render is just black, although there are three lights in my scene 🤷🏻♂️
@@fexvfx Try adding a Dome Light or Environment Light, that will light up the entire scene. The 3 lights you added may not be powerful enough, or may be too far from the camera shot.
@@bubblepins I tried that as well. It didn’t work. Maybe it‘s because of the limited apprentice version or a mantra bug. IDK 🤷🏻♂️. Thx for the tips tho ;)
@@fexvfx A thought just clicked in my head, do you have the render flag enabled on the geometry node? And on the lights? I wonder if that's it...
awesome tutorial ... how can I make 2 objects fracture like if sphere hit BOX they both get fracture ?
I previously made a video on how you can fracture a wall by hitting it with a sphere, I think that's what you're looking for:
th-cam.com/video/n0H3NM0EMug/w-d-xo.html
It uses glue constraints to hold the fractured wall in place until the sphere comes close enough to hit it and break the wall apart.
Hope that helps!
@@bubblepins awesome thanks BUT what i was thinking is when sphere hit the wall its should also get some fracture so wall fracture and sphere when hit
@@hamadalateeqi8594 That is a little advanced one, you still do the same thing shown in the link I provided above, but there's an added step of fracturing the sphere and an additional step of adding glue constraints to hold the sphere together before impact. The glue constraints will hold each of both the sphere and box together until impact. On impact, they both break. How they break will be determined by how strong the glue is on each individual geometry, so you can set a stronger glue for the sphere and a weaker glue for the box. This should make the box break more easily.
And to make the sphere move, there's a million ways to make it move, but the simplest way is like throw the sphere toward the box, you need to add some initial velocity in the rbd fracture object node inside the dopnet for the sphere.
Hope that helps!
@@bubblepins thank you so much i appreciate it yes it did .. also looking forward to see this kind of advance tutorial... thank you so much
@@hamadalateeqi8594 awesome! Will do!
Can I think of Rigid Body Solver as a combination of RBD Solver and Bullet Solver?
I actually wrote a blog post about this before:
bubblepins.com/blog/rbd-vs-bullet-solver-in-houdini
A quick summary of the answer is that RBD Solver uses a more accurate representation of the proxy collision geometry, but this will come at the cost of more computation time. Bullet Solver uses a less accurate, way to represent the collision geometry, like it uses primitives to re-represent the geometry so this will be much faster to cook when the solver is trying to detect if something is overlapping.
On SideFX's documentation they say the Rigid Body Solver node is a union of the two solvers, I don't know if that means that it uses a combination of both of the algorithms to calculate things. It might just be giving us a lot of parameters & options between the two solvers to create a new way of solving. Best of both worlds I guess.
Hope that helps!
@@bubblepins Thank you so much for your sincere reply!!!!!! :)
.Hello, the tutorial was really great and it helped a lot. But how would I export the geometry at the end of this? The final Frame result. As an fbx or obj for instance, I have tried with file node and exporting with save to disk but always get error message when I try to import in blender or maya.
I talk about the dop i/o stuff in the next video. You'll need the dop import stuff to extract all the sim data from the dopnet and into the sop level. Then you can export the dop import geometry as FBX or alembic. I have tried FBX and it is compatible with Blender, but fails on occasion. Alembic always works for me for geometry and particles, from Houdini to Blender. But be aware Blender only supports the import of 1 attribute, Cd. It cannot import any other attributes. This means you loose all the data calculated from the rbd solver, like velocity, forces, and such. So this will make it harder to setup materials in Blender.
Hope this helps!
@@bubblepins thank you will watch tomorrow when I get the time
I could not find 'voronoifracture' and similar effects in tab menu. Can anyone help me?
I think you're on the object level. Drop down a "geometry" node and double click it to get into the geometry context. Then you'll find the voronoi fracture node available.
Hope that helps!
Thank you so much I appreciate your support.
ooo is there anyway to remove the ground plane and just freeze frame it at a certain frame instead? :D for.. aethetic modelling/rendering wise :D.
You can use a timeshift node or a cheap trick that I tried doing once was using a file cache node and just save that one frame and rename the file cache so you remove the $F in the name and it will just save and load that one frame. However the timeshift is more appropriate method.
Thanks for watching!
One thing I forgot to mention is you may need to use the boolean node to make all the fractured pieces a whole if that's what you need. For example, I sometimes use the destruction sim in Houdini to make a base mesh and turn it into a single object and port it over to zbrush for sculpting. In this case, you need to use either the boolean node to make everything one single object OR use a vdbfrompolygon node to make it into a volume and then turn it back into a polygon, this technique is often used for creating a single geometry or retopologize.
Thanks a lot, good explanation!
Thanks!
can this be done in non commerical versions?
It should be fine. I believe the Houdini Apprentice version doesn't have any limitations on these features, it only limits you on export functionalities and render resolutions.
Hope that helps!
Very nice ! Thx so much :)
Thanks for watching!
Your voice is really good❤
Thanks!
Thanks!
I simply dont have the "RBD objects" at all in the latest 18 ver
also there are no solvers at all... no sense to check further
@@boosting_my_adrenaline Did you drop down a dopnet node first? You need to go inside the dopnet to make the RBD Objects available. This video was filmed in Houdini 17.5 so if you have H18 it should be good too.
This is where I start dropping down the dopnet and RBD Objects:
th-cam.com/video/wDGViZ3XQnY/w-d-xo.html
Hope this helps!
@@bubblepins gracias my darling
it would be helpful if we were able to see the mouse
Yeah there were a couple of videos where the gpu driver was a little weird, and it was hiding the mouse in the desktop recordings. In earlier and later videos the mouse is recorded. I do highlight all relevant node throughout the video to try to compensate. Wasn't sure what was wrong, but this doesn't happen anymore ever since the last few software updates.
@@bubblepins thank you for this useful video btw
nice vid
Hello ! i saw you work so hard on your channel and introduce really value content as free tutorials
i am asking you because i wanted to do the same and i already did but after 2 months of hard work users like my lessons but without any income in my poket !
so i just want to know why you didnt try to have income from your teaching , like making payment courses in many platform or patreon for example , or any other financial support ?
I actually get that question a lot at the beginning. I do plan to monetize some portion of my online content soon, but it will probably be about more advanced topics. To be honest, most of the topics I covered on my channel are quite simple and I just didn't think it was worth charging someone for it. The reason I want to monetize some of the future more advanced topics is because I got lots of ideas, but some of the ideas I have require a bit of a budget to develop. For example, Houdini for the industrial applications or even just more advanced VFX scenes.
Payment courses are not all that great, or I don't know, I never actually did one so I can't say for sure. But most platforms like Udemy or CGCircuit take like 50% commission so it's not as great as it looks.
If you are considering making a course for sale, I suggest you look into Gumroad because they cost less fees and I heard the taxes are calculated for you for most country sales. For disclosure I haven't actually done a Gumroad product before so this is just stuff I read online.
I have looked into this Fiverr stuff for Houdini, but that was only because I wanted to do a Fiverr video, not really for money. But my gosh ... Fiverr is really different, so I might just give up that idea all in all.
Good luck!
@@bubblepins yes when it comes to courses gumroad is of of the best choices, of course your lessons worth charge you do efforts and time, to be able to contine you have to get payed not just credit, i sugestion you start patreon, you will find lots of supporter and fans who belives you deserve, so my advice do a patreon account and start post videos there and earn some money for your efforts , good luck
I can't comment directly,see reply below
do you know what are differences between rbd solver node and rigid body solver node which choosing rbd
@@testvideo305 I actually wrote a blog post about this:
bubblepins.com/blog/rbd-vs-bullet-solver-in-houdini?rq=rbd
See if that makes things a bit more clear!
0 dislikes nice
I like the tutorial, but you spend way too much time explaining the thought process (which is good) but absolutely no time explaining what nodes youre adding in half the time
Like I had to stop and reset the video 4 times to figure out what you put under the geo node
You can download the HIP file, the link is in the description.
Hope that helps!
@@bubblepins i appreciate that, thank you for such a quick response
woman