Finally, I learned how the constraints work. I was feeling so bad watching a bunch of videos from great artists teaching "the basics" constraints stuff, but actually, wasn't basic. Everyone likes to put PointWrangler here, PrimitiveWrangler there, and using VEX all the time, but for those who are starting, is too much hard and sometimes demotivating. I know, VEX is too much important, but I don't think that's a good idea to teach beginners for the first time. Anyway, thank you so much to make this video, you are my hero!
Your Video Trainings for Houdini are the most professional, clear and so accurate in any detail, for sure in the web; thanks for this kind gift to us. Do not stop !!! Create a dedicated channel in UDEMY, we will purchase it. Have a nice day! flavio
This is some of the best explained content on Houdini. You can easily adapt your explanations to more complex projects. Thanks for taking the time to do this !
Thank you .very nice. keep doing tutorials you are very good and your explanation is very clear.. one question. why not use rbdpacked object insted of the geo rbd object.
Thanks for watching! Yeah I guess I should, because this geo wasn't too heavy on my system so I didn't pack the object. I show how to pack geometry in a different video. But I guess packing the geo should be a good practice, I will keep that in mind for the next video. Thanks!
Very nice tutorial! But I have a problem with constraints. That glue contraints wireframe does not appear (red one as in the video 19:38) and therefore my wall continues to destroy. I checked all names and many other parameters, everything seems to be fine, but it still doesn't work. What could have gone wrong? Also, I heard that some peaople have the same issue in Houdini 19, which I use as well. Maybe there were some changes that may influence this situation?
Not that I know of, I just rechecked my old HIP file for this project into the new H19 and it seems to work fine at a quick glance. I do have a couple of questions to confirm. Are you using the voronoi fracture to create the SOP constraint lines? Or are you making your own constraints from scratch? And just a couple of reminders, which I'm totally guessing, because I'm unsure of the root of the issue. Double check if you're inside the dopnet, the red constraint lines can only be visible inside the dopnet and usually it helps to be in wireframe mode and also the lines are red but can be changed to any other color so, if you have it set to white, it blends in with the other geometry and it'll look like it isn't there, which actually tripped me up a few times before. You can change the color inside the dopnet/Glue Constraint Relationship node → Guide Options TAB → Color parameter. See if these help, if not, you can shoot me up another comment.
@@bubblepins Thanks for your answer! It turned out that the problem was with assemble node. It was creating new names again, so it didn't match with my rbd material fracture :)
@@SagarSajith That's tough! I wonder if you can use the SopSolver and put that into your constraint network inside the dopnet and do something special like break the destruction constraints that can be triggered by a sphere group that is animated. This may produce a similar effect to the propagation iteration, but it's a lot of work. This other video I show how to add a sopsolver to the constraint network of a similar destruction scene. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-5S7AxS7Xjq4.html This will be a lot of work for something that you get free from just clicking the propagation checkbox, but it's great for learning exercise! Hope this helps!
When I add a second fractured object it all breaks down. I merge the two fractured objects before the RB solver, and attempted to create two sets of Constraint Networks and Glue Connection relationships, but no luck with either.
@@JohnSlaughterND ohh This is actually a lot easier to do using the newer RBD SOP tools using the RBD Pack node. But I think you're using the good old fashion RBD Dopnet shown in this video. It can still be done, but the way I got it working was with a geometry wrangle within the Dopnet. I did a blog post on this: bubblepins.com/blog/controlling-force-field-for-specific-geometry-in-destruction-simulations-in-houdini?rq=rbd I hope this will be of help to you. In this post, I explain how I focus the blast on particular objects. There is an impact attribute that you can use to detect the collision between the objects when they clash. You can then switch the constraint from unbreakable to a normal strength. The old Dopnet way requires a bit more setup, so I do recommend using the newer RBD SOP tools in my newer Cinematic Destruction series.
I ended up solving it. I was doing it right, it turned out the glue value starts at 10000, but if you move the slider it drops to between 0.1 to 1.0. So my glue was just so low it was useless. Once I bumped it up it all started working.
Building tree? Like modeling? Do you mean Houdini's L-System? I did think about doing a video on Houdini's L-system before. It would actually be perfect to do it soon, because I finished the beginner videos on Height Fields, so after modeling a tree, I can scatter it all over a terrain. I think that would produce some interesting renders.
Very well made as usual... do you know a way to affect colliding broken pieces (i.e. unglued objects) using a separate force? i'm trying to make two fractured objects collide, but i want only the detaching pieces to be affected by gravity.
I actually have a blog post on this topic, see if this will help you. It talks about how to apply a specific force on specific group of geometry: bubblepins.com/blog/controlling-force-field-for-specific-geometry-in-destruction-simulations-in-houdini?rq=destruction%20force Hope this helps!
@@mirkoventuri6660 If you have any more questions, feel free to ask away! I'll answer them to the best of my ability! Sorry about the blog post, because the content wasn't enough to make a video for directing specific forces on specific blast pieces.
@@mirkoventuri6660 Yeah specific questions based on certain videos, probably best to ask in the comments of the respective video, that way others that have the same question will hopefully find this useful.
RBD Constraints are usually represented in primitives, but there are many forms of constraints so that opens it to other types of geometry. Let me start by asking if it is showing in the Spreadsheet? Remember to switch the spreadsheet from points to primitives. And is the constraint network inside the dopnet correctly pointing to the SOPs constraints?
You can try disabling certain pieces until it hits impact, which can be achieved in several ways. If you want to disable pieces manually then you can try using this method shown in a previous tutorial I have: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-hwo7tkz68Z8.html (this link is timestamped starting exactly where I show how to disable pieces) Or you can do something fancy with sopsolver hooked up to the glue constraints to detect hit, impact, and force data. This is a little more complicated. I don't think I ever taught this yet. Or another option can be to use geometry data (outside of of the dopnet) like SOP data and animate the deletion of the glue constraints, I show this in an exclusive member's only video in a previous Live Stream. This exclusive video does require you to pay for the Perk 2 to get access to, or you can try googling how to delete constraints with SOP, I think that would get you a similar solution. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-5HKEzHseuZ0.html (this link is also timestamped to the point where I show how to delete constraints using SOP data) Hope all this helps!
@@bubblepins did try use the detect collisions which did help slightly as it’s not a packed object it’s a little tedious but it worked better but thought maybe linking it to detect impact could work too! Did put out a render for it and it’s hardly noticeable anyway but I appreciate the reply! Just one more thing, regarding the debris tutorial does this work similar as a static object falling? ( and yeah seen the stage 2 sub, you do have some videos I do plan on watching requiring that level so I will do it)
@@chxrvey9753 I have used the detect collisions node, but it's a node designed for particles so you are right, you'll need to pack the geometry pieces in order to be able to use it. But I usually use the SOP data method because it's more convenient. If you want to use the impact data, you'll need a sop solver and plug it into the constraint network node. Which debri tutorial? Are you referring to this one? ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-vs9RB3D0xsY.html For debri, I usually use particles and impact source node. Hope this all helps you out!
@@bubblepins Ill give it a change and see if it works, planning on changing it anyway and following your forces tutorial as I am pushing a tornado through a barn destruction for a university project ya see! (apologies for all the questions)As I said you have the video based around tornadoes through paid subscription so I do plan on doing that to see how you do it
@@chxrvey9753 I really like how the tornado turned out, there is a flaw in that custom velocity vector design is that I don't know where the water can go after it reaches the top. I actually came up with a new idea for this velocity vectors, I feel like I could use mocap or some sort of camera tracking to create new custom velocity vectors driven by camera tracking. I don't know if this idea is a dud or not, but I'll give it a try when I get some spare time.