For those of you not familiar with Applied Houdini, or who are on the fence with giving these tutorials a shot: Rigids I, Volume 2 is a great update to the introductory tutorial. Per usual, with all of his tutorials, Steve walks you through a setup from start to finish. Along the way, he conveys the logic behind the setups. He goes over what's "under the hood." This is the stuff that will not really change much across versions, so grasping it will help you when new versions of Houdini are released, and more importantly, help you create custom tools of your own now. Very informative without tangents, though there is some levity. In this tutorial, there were some quips in passing that I found funny, like: "V" is for vendetta, but also for velocity; and, if you want, color the null/out node red so it goes faster. Anyway, this is a tutorial from one of the guys at the top of his craft and it is free. Go check it out. Get a sense of his style of teaching. Then go purchase some of his premium tutorials on CG Circuit where he walks you through more advance setups. I did. You won't be sorry.
you all prolly dont give a shit but does someone know of a way to get back into an instagram account? I somehow lost the login password. I would appreciate any assistance you can give me!
@Ezra Joel Thanks so much for your reply. I got to the site on google and im trying it out now. Looks like it's gonna take a while so I will get back to you later with my results.
You are an angel Steve, because you make unreachable things accessible for us, what other "instructors" sell for cosmic prices and moreover of inferior quality. Besides knowledge, you are also a great motivation, for example, personally for me )
Man, this is awesome! An easy intro into rigid sims without leaving out the important technical fundamentals. Thanks so much for investing all that time!!
Steven at 14:14: "I know you might be getting scared..." Me: "I am, that pig head is kinda terrifying" Steven: "...because you see some code over here" Me: "Oh. That too I guess"
@@nothingifnotcritical Thanks Steven :) Just purchased Particles 4...great stuff. I'm used to working with TyFlow for particle stuff so struggling with simple things like swapping out points for geometry in Houdini but slowly getting my head around it all.
how cost a private asesory? i have too many questions, and i dont know if some stuff are becouse the version. i canttt put the 2 materials of the pig head in solaris. (i have to many questions, not only about this tutorial).
@@asdius Just give the inside group a different primitive name attribute and it will show up as a unique object in Solaris. There are many tutorials out there on Solaris and Karma
1:05:45 Random note: I suspect it's not "w" (like double u) but "omega" since it's angular velocity ("phi" being that angle) and the greek character looks similar to w. Although you probably know this and didn't want to confuse people I thought it might be interesting to share :)
Indeed, it's probably the case that SideFX chose w to represent angular velocity because it looks like the little omega! Or maybe because v was already used for linear velocity, and w was the next letter in the alphabet... only SideFX knows for sure!
This tutorial was great, I followed it and got amazing results. My question is how can I add custom collider instead of the default ground plane ? Thanks
Hey, we talk about that in Rigids II, available here: www.appliedhoudini.com/blog/rigids-ii-structure-destruction Essentially though, you can provide custom geometry into the 4th input to the Bullet Solver SOP, if you're using that. Alternatively, you can create an integer point attribute called "active" on your packed pieces, where pieces set to 1 will simulate as normal and those set to 0 will not. Hope that helps!
Sir, First of all, thanks for sharing your knowledge.. It means a lot. Quick question if you don't mind... On the second fracture level for the material fracture node.... Is there a way to control where or what pieces I want to add the 2nd level to.... Like either painting density, or maybe grouping some pieces of level 1... The last idea I can think of is may3an attribute wrangle and assign the names of the required pieces to an att. Not sure if that is even possible... Is it? Same question applies to the first level... Can I paint in my density where I want to fracture? Thanks a lot
Hello! I would recommend starting with the Rigids or Particle series, personally. Within a given series, I recommend watching them in order (from lesson I to lesson VI). If you have any questions or need any other help, you can reach me at contact@appliedhoudini.com!
Yeah, making sure the collision hull fits the pieces well (is not overly large/round) is a great place to start. The other is use "damping", which reduces the amount of energy arbitrarily so things slow down faster!
@@nothingifnotcritical Thank you 🙏 How do you exactly shape collision hull? Also my collisions aren't always on right place and that causes wobbling. I'm quite new with houdini.
Can’t figure out what I’m doing wrong. Trying to collapse a skyscraper model and it keeps falling through the ground plane. Hit the button to turn on the ground plane and also hit the ground plane button under the collision tab. WTF am I doing wrong!?!?!
First off, a massive thank you for your resources and tutorials. Basically I am using v18.0.499 I find that at 36:43 when I connect back to the dopnet the simulation fall happens but the pig heads stays in once piece?? driving me crazy. I have followed everything and re-watch a few times now and there is no difference in my set up, is this a version issue?
Hello! Probably not a version issue - you might want to check if you still have multiple packed pieces, and that your glue isn't too strong. Otherwise, you can send me your file to contact@appliedhoudini.com and I'll take a look!
Hi there, I had exactly the same problem. I checked the collision boundary and the glue setting but nothing helped. Finally I figured out I stupidly used the wrong solver. I used RBD Solver instead of Rigid Body Solver. After the fixing, everything worked! Maybe you made the same mistake. If it is not the case, I would recommend that you just simply delete your DOP setup, select the packed pig head and use the shelf button RBD Object and Ground Plane to set up the DOP. It will definitely work. Then you can compare your setup with the houdini build-in setup to find the problem. This is how I figured out my mistake. Hope it helps! :-)
Great tutorial, I’m using a different object other than the pig head in the tutorial. How would I assign a material inside of the fracture when I’m not using the pig. When I try to do it, it applies the same material to the inside and outside. Thanks.
Hi, I loved this tutorial man, its great, I have a doubt when I try this for another scene, Imagine 2 circular parallel plates (plate 1 at a height of 1 meter (fixed) and plate 2 is moving from 0.5 to 0.8), in-between that, I want to crush a wooden stick (which is in space, in-between those plates) I tried that with ground plane, its a success, when I tried like as I said above I can't hold the upper plate and the wooden stick in space (from falling), is there any way to hold the plate and stick from falling??? Thanks,
Hey, you can use the Glue constraint to attach any rigid body to any other. You could then delete the glue constraint (or have it be destroyed from an impact to one of the constrained pieces) during your simulation when you want to release it! If you need more help, feel free to contact me at contact@appliedhoudini.com
@@nothingifnotcritical Hi, I found it, thanks for the reply, Now I can hold the stick in space, And a personnel question: How long you are using Houdini?? And how did you learn coding?? Is there any trick or easy way to learn coding?? because every tutorial I watched they use at least 2 coding (in wrangles, etc..), and If I watch the tutorial I can understand the work but can't really understand the coding. And thanks again for the tip,
Thank you Steven for this awsome tutorial! I have one question, can we use a textume map in black and white, for example a crack texture map to generate cracks or impact point in RBDMaterialFracture node ? Thank you again.
Hey! No, not exactly, though you can paint where you want more density of cracks with the RBD Paint SOP. You can however use the Trace SOP to make geometry based a crack texture map, which can make cutting geometry that you can feed into an RBD Boolean node! You can email me at contact@appliedhouini.com if you need more help with that!
They are in different places depending on what you are looking for. Rigid Body Constraints: www.sidefx.com/docs/houdini/nodes/dop/constraintnetwork.html Rigid Bodies: www.sidefx.com/docs/houdini/nodes/dop/rbdpackedobject.html Others: www.sidefx.com/docs/houdini/copy/instanceattrs Hope that helps! If you have any other questions, feel free to reach out to contact@appliedhoudini.com!
@@nothingifnotcritical Thank you very much. I have been using Houdini for 5 years now and there is always something new to learn. I made a transition from Maya to Houdini and have no regrets :)
do you see yourself using the rbd sop node or pyro solver node (sop) in a production for more complex tasks? I dont know if im supposed to only use the sop level rbd and pyro tools now or still normal dop networks
You'll might still want to build it yourself for doing custom stuff, but the SOP all-in-one packages of the solvers cover quite a bit of the most used cases! Even the SOP ones allow you to do some custom stuff anyway (additional forces and the ability to add in a SOP Solver to do custom work), so you really can do quite a bit with it!
Hey Steven, thank you for making this! I have a quick question for your or anyone that may be able to help--at about 1:20:24, where you have all the Pig Heads, how would you make individual pighead randomly rotate as they all fall? I have been trying to figure that out for hours. I have learned a LOT from your tutorials, i really appreciate the depth and the detail that you explain with. Thank you
Hello! After the /obj/the_sim/copytopoints1 node, create another Attribute Randomize SOP and set the Attribute Name to w, set the Global Scale to 20, and set the distribution to Inside Sphere again. After that, on the /obj/the_sim/rbdunpack1 node, set Transfer Attributes to w as well, so all the pieces get these new random angular velocities. That should do it!
@@nothingifnotcritical Hi Steven, one more question, is there a reason this does not work when using the RBD Solver? it looked like that was also the cause, when i change the solver to bullet it works, but with RBD Solver it does not. Is RBD Solver getting phased out and I should use bullet solver? The reason i am asking is that I used RBD Solver b/c it was giving be better collision geo and interaction with FLIP. Anyway, i apologize for all the questions. If anyone else can enlighten me I would appreciate that as well. :)
@@maximostromogilsky188 Indeed, the old regular 'rigid body solver' hasn't been updated in forever (as far as I know), and isn't generally used anymore... It's all Bullet all the time now! If you have any more questions, you can always email me at contact@appliedhoudini.com!
Hey Steven, with the new RBD material fracture tools does this change the way you do things for constraints and fracturing for things such as your helicopter crash tutorial? I’m just curious if these new tools have influenced you to adapt them into your workflow for big items to destroy or is it just a thing for beginners to mess around with.
In production, I'm still doing things the way I've always done them. Nothing has really changed under the hood, the RBD tools are more of a convenience when you are trying to do common, straightforward things. I think they are useful for production work too (not just for beginners) again when doing common tasks, but I tend to like to build my own systems up so there are less variables outside of my control...
@@nothingifnotcritical In primary fracture adding more levels? I have 2 levels but they fracture only in the first interaction.. after that, pieces that should break after another big interaction, don't break any more.. is this the way?
@@Vakiwey That's the way! You may need to play with the strength values for those constraints though to make them less strong. Email me at contact@appliedhoudini.com if you need more help!
Thank you for this tutorial, I have learned so much from you! I have a quick question. At 1:19:15 you begin the process to pack the geo and copy it to a highly divided box. After the copy I noticed you unpacked the geo before running it through the premade "RBD Bullet Solver" simulation. Don't you lose the benefit of using packed points when simulating this way? It looks like the premade "RBD Bullet Solver" node does not accept packed geo, but if you make your own custom Dop Network you can import a packed rbd object, is that correct?
Hello, glad you're enjoying it! We're not unpacking geometry back into polygon mode, we are unpacking packed geometry that was itself packed into a higher package (assuming you are talking about the RBD Pack/RBD Unpack pair). The RBD Bullet Solver SOP does accept packed geo, and is what we are doing here in this lesson. You can always middle-click and hold on a node to see what kind of geometry is present at a given node - you'll see the packed pieces are still there after the RBD Unpack! If you have more questions, feel free to email me at contact@appliedhoudini.com!
Hello! I recommend 16GB at least for most of the lessons but you can usually get by with less. This lesson I believe should be able to simulate with less!
Hi Steven, thank you very much for the great tutorial! I learned a lot from it. I followed it step by step and it worked perfectly! Only one more question: after the successful rendering with Mantra, I tried to set things up for redshift but unfortunately i could not find the redshift equivalent of "Declare Materials - Save all Materials and Shaders", therefore I could not get all the materials back after the packing and unpacking nodes. The inside and outside groups also disappeared after the packing process. Do you by any chance have some idea about redshift rendering set up for this tutorial? Many thanks in advance!
While most of this will work in H17.5, it's really meant for H18! Email me your scene and a detailed description of the problem you're having to contact@appliedhoudini.com and I can take a look.
@@nothingifnotcritical hi, doesn't matters now, I've solved it putting an automatic rbd network, and later replacing nodes inside mine... its all ok, now, Many THANKS!!!
@@sqworkshop Yes, that's right - the proxy geometry can be anything (in this case low poly convex hulls) and then you apply the same transform around the same pivot to the hires. In the earlier part of the lesson where we are talking about transforms, you can see we're even using a regular cube!
@@nothingifnotcritical What are you think aboute SOP vellume simulation? I haven't studied vellum yet, but all tutorials are based on SOP simulation. Why nobody use vellume in DOP?
steven why did you delete rigids 1 original! now I'm stuck with something that I would be able to solve with the previous tutorial. I'm on Houdini 17.5 and I don't have that fancy checker on the copy to point node to create original names for all the copied bigheads. If you see this and its an easy answer let me know thanks !
Hello! I actually just hid that video, you can still find it here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-5x-EQ4JtBJM.html The unique names parameter is actually on the RBD Unpack node, is that what you meant? Feel free to email me at contact@appliedhoudini.com if you still have any questions!
That should be all you need - if you are using the interactive render window, click the Render button again to force it to start over! If you're still seeing issues after that, you can always email contact@appliedhoudini.com!
thank u sir. since i came from cinema 4d and give a try of houdini then follow your RBD PROBLEM : 1. when i export the fracture with ROP ALEMBIC as packed and as single file, cinema 4d struggle loading hundreds of them in objet manager and heavy viewport 2. when i export as alembic after unpack, it come to C4D nicely and as single object in obj manager, but the limitation is icant export many copy of pig head with pieces. houdini struggle export it as unpack full geo. its about 200.000 pieces or more what i miss here ? i really like unpack first, because i dont have to deal with thousand of pieces, just as single object but it will be better if there is a way to export pack alembic as single object too
Hello! Email me at contact@appliedhoudini.com if you'd like to talk about this more, but for now: The general workflow is almost always to not unpack first. If you unpack, you won't have individual transformations per piece, you will only have a per-point based cache. And yeah, before you unpack it, the pieces are instances, so Houdini doesn't have to work as hard memory-wise with them. Getting this instanced behavior in C4D is what you want. Try changing "Packed Transform" parameter under the Alembic ROP's Geometry tab to Transform Geometry from Deform Geometry.
@@nothingifnotcritical thank for your reply: i tried what u are suggesting. but its not what i want. i dont need individual transformation each piece. when i did the individual transform, the C4D obj manager will struggle loading hundred/thousand of individual pieces. what i wanted is just fracture the pig head into pieces and export it as alembic, with one zero world origin, im ok with that. currently wht i see when export it as alembic (its always one file in folder dir because im not using $F, just what i wanted, nice) the problem was: 1. packed version = open C4D, import alembic, loading forever until finish and my obj manager show me individual piece1 piece2 piece3 so on and get heavy; i dont like it 2. unpack version = open C4D, import alembic, loading SO FAST and my obj manager show me ONLY ONE object; perfect pros packed : in houdini everything run smoothly just what u said, its memory eficient con packed : cant export it as single obj manager for later c4d use ( just dont know yet) pros unpack : as i said above (unpack version), millions of polygon, no problem for c4d since it really merge as one object only con unpack : of course when we dealing with voronoi it will be pack geo/point at the begining, its ok for small sim, but when it grow bigger2 until it say 30000 packed, my PC explode everytime tried to unpack before goin to rop node, just as u said, once unpack, houdini store that million of polys to memory it looks so difficult, or just me, yeah i think its just me tutorials are everywhere, but teaching about good fundamental & logic behind how should this and that, hmmm not so much, good to know u dude. awesome
@@davidajjah8186 That all makes sense unfortunately, especially the large file sizes. It essentially has to save all of the data for the pieces on every single frame, instead of just once and then transforming it into new positions. Transferring data from one package to another has always been a pain, but these are probably your only two options... The only other thing you might try is that instead of unpacking in Houdini, try converting to a Polygon Soup. Good luck!
@@nothingifnotcritical yeah nice line there "Transferring data from one package to another has always been a pain". try converting to a Polygon Soup? yeah its likely close to Unpack sop and read on the forum where they said alembic most likely good with polysoup instead regular one. i already do that, and yeah houdini keep chrashing everytime i tried to convert, i think my memory not big enough to read them thanks dude,
It sure is! The wall has an attribute that sets it to inactive, while the pig is set to active. They are both read into the sim via the RBD Packed Object.
@@nothingifnotcritical Hi, It seems everything worked as I checked "Inheret Velocity from Point Velocity" under Initial State, in the rbdpackedobject. Thank you for your tutorials!