EXPLODE RBD OBJECTS - A SIMPLE WAY - HOUDINI TUTORIAL

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  • čas přidán 8. 10. 2020
  • Here is a simple way to explode RBD objects at any given frame using houdini's SOP level rigid body solver.
    Project files are here:
    gum.co/YLZui
    I hope you find it useful.
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Komentáře • 94

  • @Jeet_kumar311
    @Jeet_kumar311 Před 12 hodinami

    thanks for explaining it properly.

  • @jono8326
    @jono8326 Před 3 lety +4

    Thank you for the great tut!

  • @vipergx
    @vipergx Před 2 lety

    I like to revisit tuts like this one, so I have a different view with the accumulated knowledge and experience. Thanks for this.

  • @MattScottVisuals
    @MattScottVisuals Před 3 lety +4

    Dude that was epic, thank you!

  • @OnkAnCa64
    @OnkAnCa64 Před 3 lety +1

    Thanks, I like the way you explain.

  • @danilodelucio
    @danilodelucio Před 3 lety +1

    Awesome man, thank you so much!

    • @resilientpicture
      @resilientpicture  Před 3 lety +1

      You are most welcome and thanks for watching. Its much appreciated.

  • @47winds11
    @47winds11 Před rokem

    Amazing! Thank you very much!

  • @stephenmurphy8349
    @stephenmurphy8349 Před 3 lety

    Great intro - thanks!

  • @StraightVFX
    @StraightVFX Před 3 lety

    great tutorial, thanks a lot!

  • @ankush_bawa
    @ankush_bawa Před 3 lety

    Awesome Tutorial....... Very good explanation as well 😃

  • @akhiljose1299
    @akhiljose1299 Před 3 lety +1

    Simply awesome

  • @bobvelocity
    @bobvelocity Před rokem

    Perfect tutorial. Thankyou.

  • @MetehanDemirel
    @MetehanDemirel Před 3 lety +3

    thanks for your efforts. i just want to suggest one more thing. please continue your tutorials with: basic scene, camera and material setup as well. at the end sample render & render settings could be great. cheers.

    • @resilientpicture
      @resilientpicture  Před 3 lety +1

      You are welcome. Sure I will try and go through the entirety of the effect next time incl render.

  • @worldaroundthepeople2253
    @worldaroundthepeople2253 Před 3 lety +1

    omg its soooooooooo good++++ thanks sir akka houdini god

  • @mattbrunner1208
    @mattbrunner1208 Před 3 lety +1

    Really excellent example. I am wondering if you could explain the logic for puttine a SOPsolver inside the RBDBulletSolver. I see the flow but am not sure how you "knew" that was the logic for getting the setup to work. Again, thanks for a very good tutorial.

    • @resilientpicture
      @resilientpicture  Před 3 lety

      Thank you, All you got to do is to create a SOP solver inside of DOP network and replicate what I did then connect it to the 3rd input of rigid body solver. Hope it makes sense

  • @smyrkphace
    @smyrkphace Před 2 lety

    great tut! Do you know how we could go about adding a second stage of fracture, maybe with a staggered trigger on the broken pieces to make them smaller still? basically the same effect just repeated on the fragments.

    • @resilientpicture
      @resilientpicture  Před 2 lety

      Thank you. For staggered fracture you can check my tutorial from last year
      czcams.com/video/na4oXtBDzsw/video.html
      For secondary fracture, you can subfracture fragments and break them with seperate glue constraint. However I think there's a DOP node you can use with care for this aswell. Hope this helps.

  • @matiasfuentealba898
    @matiasfuentealba898 Před 2 lety

    Niceee

  • @vanyakapetanovic4018
    @vanyakapetanovic4018 Před 2 lety

    Great tutorial thank you. Question, what was the purpose of match size SOP in this case ? Also couldn't you just type a huge number in Sleep so it never goes to sleep? That's what I usually do. Thank you.

    • @resilientpicture
      @resilientpicture  Před 2 lety

      Thank you and you are welcome. 1. Match size will set the geometry to 1m manageable size, it also has the ability to set the geo at ground level. 2. You can set the sleep time long, yes ofcourse, however it is there to avoid any small pieces moving infinitely, if that makes sense. I hope this helps.

  • @user-po3eq5ju1y
    @user-po3eq5ju1y Před 3 lety +1

    Thank you very much for the tutorial.
    Now the explosion is affecting the whole thing.
    Is there any way to set the point of explosion?
    I'm going to make several areas explode on my long bridge.

    • @resilientpicture
      @resilientpicture  Před 3 lety +1

      You are welcome. You can use the technique in this tutorial for varied explosions. czcams.com/video/na4oXtBDzsw/video.html
      It is a bit old but still gold. 🙂

  • @vanjakapetanovic7013
    @vanjakapetanovic7013 Před 2 lety

    Thanks for the tutorial, great technique. Btw what mouse are you using? I really like the sound of it:)

    • @resilientpicture
      @resilientpicture  Před 2 lety +1

      @Vanja_Kapetanovic Thank you. That was just a standard Dell mouse . Link here: www.ebay.co.uk/itm/175124798761?var=0&mkevt=1&mkcid=1&mkrid=710-53481-19255-0&toolid=10050&campid=5338358731&customid=Cj0KCQiA3-yQBhD3ARIsAHuHT65jDzQGk_Ov_70XXfnEHWfEMT4zz_0sf-Nwc6t6p1dy2HmAaq0W9ooaArbEEALw_wcB
      I dont have this mouse anymore as the sound was too distracting. LOL. To the contrary of your taste. :)

    • @vanjakapetanovic7013
      @vanjakapetanovic7013 Před 2 lety

      @@resilientpicture Hahah thank you. I have a mechanical keyboard Anne Pro2 so I can assume they would click well together, no pun intended haha.

    • @resilientpicture
      @resilientpicture  Před 2 lety

      @@vanjakapetanovic7013 lol :)

  • @jonasmortensen1252
    @jonasmortensen1252 Před 3 lety +1

    What about buildings or a wall can you show a way with metaballs? I would really appreciate that

    • @resilientpicture
      @resilientpicture  Před 3 lety

      I haven't done any building destruction but if you want to see destruction with metaballs, here's a tutorial I did some time ago. czcams.com/video/na4oXtBDzsw/video.html

  • @Bullitain
    @Bullitain Před 2 lety

    How did you do the slow motion part shown in the preview? Do you just simulate the entire thing at a really low time scale, render it all out and then speed ramp them in post? there's got to be a better way than that but I just can't figure it out

    • @resilientpicture
      @resilientpicture  Před 2 lety

      I used retime node to slow it down. It works really well. I render it after its been slowed down. I hope that helps.

  • @TheBratscin1
    @TheBratscin1 Před 3 lety +2

    howd you get the smaller pieces in there?

  • @jitendrajharbade207
    @jitendrajharbade207 Před 3 lety

    Super

  • @0x0abb
    @0x0abb Před 2 lety

    Thank you - very nice tutorial - is this the latest way to fracture and explode in Houdini 19? because other older tutorials are so complex to do the same thing?

    • @resilientpicture
      @resilientpicture  Před 2 lety +1

      You are most welcome. Yes, this is the easiest and latest way as off H19. However if you use dop network you'll get hundreds more options

    • @0x0abb
      @0x0abb Před 2 lety

      @@resilientpicture thanks for the quick reply - I was trying to add a material for inside fractures and outside fractures by trying to connect two material nodes but the concrete_fracture1inside and outside are no longer available once connected to rbdconfigure node....Would you happen to know why that is or how I can fix that? I am new to Houdini - that would really help - if you can

    • @resilientpicture
      @resilientpicture  Před 2 lety

      Hmm, did you unpack geometry after simulation? Not sure why rbd configure node would do that, its working fine for me. You'll need to unpack geometry if you need groups from pre sim

  • @matictoni9446
    @matictoni9446 Před 3 lety

    Great tutorial! One question, I've created a lot of fractured pieces and some small ones never stop moving and rotating. I've decreased the bounce with no luck. Any ideas how to solve that?

    • @resilientpicture
      @resilientpicture  Před 3 lety +1

      Thank you. Yes, maybe you can use a pop wrangle and multiply incoming velocity by 0.9. so over time the vel will drop by 10 I believe every sec or frame. Not sure. Does that make sense?

    • @matictoni9446
      @matictoni9446 Před 3 lety

      @@resilientpicture I'm still pretty new to vex, can you let me know the code you mentioned? Or if there's a alternative to that?

    • @resilientpicture
      @resilientpicture  Před 3 lety +1

      Pop wrangle node. Try v@v *= 0.9; make sure it's lower case v.

    • @matictoni9446
      @matictoni9446 Před 3 lety +1

      @@resilientpicture Thanks but still no luck

    • @resilientpicture
      @resilientpicture  Před 3 lety +2

      Check the collision padding and reduce it to 0.01 or something. If it's too much then it'll be round and hence rotating

  • @chrisphillipsmedia1
    @chrisphillipsmedia1 Před rokem

    @resilient picture company I am having trouble using the retime sop to get the slow motion effect you are having at the end. Any help with this?

    • @resilientpicture
      @resilientpicture  Před rokem

      Not sure what the problem is that you are having but please use the regular retime node instead of labs retime , just in case you are doing that. If else please send me your file to resilientpicture@outlook.com and I can have a look.

  • @Wings_Studio
    @Wings_Studio Před 3 lety

    Hey do you have any video on creating 2 types of constraint
    1-main glue
    2-in between glue
    If you dont have can you please create if know what i am talking about

  • @smiley-xh3hp
    @smiley-xh3hp Před rokem

    how could you do this but only use pointvelocity on some of the points/pieces on the head?

    • @resilientpicture
      @resilientpicture  Před rokem

      In that case it is better to isolate the parts you want to use the point velocity on or you can use paint node to to create mask and assign those parts of the mesh to have point velocity

  • @aetherwakee
    @aetherwakee Před 10 měsíci

    Is there a way to make the object explode in a different direction? I followed all of your steps, but I'm not sure why the object would only break pointing downwards :(

    • @resilientpicture
      @resilientpicture  Před 9 měsíci

      Maybe its imploding rather than exploding. You'll need to set the force to a negative value. Also, your designing your velocity helps a ton in art directing explosion. Hope this helps.

  • @Adenomamusic
    @Adenomamusic Před 3 lety

    Slow mo part would be nice. Thanks.

    • @resilientpicture
      @resilientpicture  Před 3 lety

      You can add a timeshift node at the end keyframe the speed from 1 to 0.1 or something it'll just work. Hope this helps

    • @Adenomamusic
      @Adenomamusic Před 3 lety

      @@resilientpicture I can't figure out.

    • @resilientpicture
      @resilientpicture  Před 3 lety

      Sorry, my apologies, its retime node, not timeshift.

  • @TroubleShotVFX
    @TroubleShotVFX Před rokem

    Am I crazy or is there no ForceOutput in the RBDBulletSolver to connect the sop solver to?

    • @resilientpicture
      @resilientpicture  Před rokem +1

      I guess, this is changed to PRESOLVE and POSTSOLVE. Just connect it to PRESOLVE. :) Hope this helps.

  • @thewhat308
    @thewhat308 Před 3 lety

    How can we increase the fragments number and variate their size?

    • @resilientpicture
      @resilientpicture  Před 3 lety +1

      You can use chipping option in RBD fracture.

    • @thewhat308
      @thewhat308 Před 3 lety

      @@resilientpicture thank you so much! I am test rendering a few frames and I am having so much fun tinkering. Great tutorial. Can't wait to see more from you

    • @resilientpicture
      @resilientpicture  Před 3 lety

      You are welcome and thank you 🙂 stay tuned for more.

  • @i20010
    @i20010 Před 3 lety

    2:12 I did this constraint but it ignored it, it kept breaking at frame 1... anyway, thanks for these tutorials!

    • @resilientpicture
      @resilientpicture  Před 3 lety +1

      It could be that the constraint network doesn't exist or something wrong with it. Because it's the constraints that holds these pieces together

    • @i20010
      @i20010 Před 3 lety +1

      @@resilientpicture I'll check that, thanks!

  • @eth3realm
    @eth3realm Před 2 lety

    Im having an issue where the cracks appear at frame 1. It explodes properly but the entire effect is wrong because there cracks are already visible at frame 1. How do I fix this? Your examples do not have any cracks till it explodes.

    • @resilientpicture
      @resilientpicture  Před 2 lety +1

      You make the pieces inactive until the frame before the exploding frame. @active=0. Hope this makes sense

    • @eth3realm
      @eth3realm Před 2 lety

      Resilient Picture Company Thanks, within the rbdmaterialfracture node?

    • @resilientpicture
      @resilientpicture  Před 2 lety

      @@eth3realm Sorry for the delay, Its in the node RBD configure, I have explained this @10:19

  • @sanjaysaho9366
    @sanjaysaho9366 Před 3 lety

    How to learn those expressions ..

  • @Rick_Sanchez_1337
    @Rick_Sanchez_1337 Před 3 lety

    I can't find rbdexplodedview nor rbdbuletsolver anywhere.