Real-time destruction with Houdini and Unreal || Tutorial Part 02
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- čas přidán 3. 08. 2024
- This video is part 2 of the real-time destruction with Houdini and Unreal
Check out Part 1: • Real-time destruction ...
The video builds further on the part 1, where basics are shown for destruction with Apex.
The video shows a full process of making a model destructible in Unreal Engine 4. With also potential gameplay in mind, like destroying specific parts of a model. Like not every part of the barrier should be destroyed so a player can still find cover behind it.
Houdini is again here used for fracturing the model. In this video I show a couple other ways you can fracture models, Houdini has multiple ways you can fracture models and that is exactly what we want, so we can control what needs to be fractured and where. Another advantage of Houdini is the procedural nature of it so we can get variations and plug in any model in the setup.
In Unreal Engine is Apex Destruction used for the real-time simulation of the barrier. The video shows how you can set this up as well, so you can shoot your own barrier or different models. You will also see how to add particles to the system.
Timestamps
00:00 Intro/Demo
01:04 Unreal Setup
03:43 The Houdini part
24:11 Bring all together in Unreal Engine
No words to describe how grateful I am for these videos.
Thanks you so much, you are my houdini hero. 🤩
Super well articulated. Thank you for walking through this process!
No doupth ! One of the best destruction tutorial on youtube so far ! Logic well explained !
Can't wait to run through this! Brilliant!
Thank you so much for such an in depth mini series on how to implement destruction on a high level scale; words cannot convey how thankful I am for you to make this work as public knowledge as I have been searching for this EXACT style of solution for much longer than I am willing to admit 😅
Your work is hugely appreciated and again I just want to extend a thank you for taking time out of your day to make this for strangers on the internet, I am forever grateful for individuals such as yourself. Keep up the amazing work friend :-)
This channel deserves a million subs
Thank you for making these videos! Fantastic !
We have 1 dislike from Autodesk lol.
You sir...are outstanding! Thank you so much for this.
Great tutorial!
Great video Simon
Awesome stuff!
Nicely explained. Thanks alot
Awesome man
great video!
awesome man, you rock!
Nice and pretty, very good
Hey Simon, This was amazing and I really appreciate the tutorial. I'm hoping you might be able to help me/
I'm trying to create a crumbling tree and I'm using the wood setting on rbd mat fracture. I want the tree to hold it's shape till it gets damaged, but also so that when it get's damaged it crumbles in a more realistic way. Currently upon taking damage the chunks fly out with a high velocity. I've read elsewhere that changing the mass on the instanced DM itself may help but that it's partially broken with Apex. Do you happen to know any solutions to this?
This is an awesome tutorial! Thank you very much! I do have a question. It seems like when I recreate it, and I "shoot" the mesh, the impact seems to happen on the back side of the mesh, rather than where the impact is, kinda like a bullet coming out but not in. Any ideas as to why this is happening?
Hi Simon,firstly awesome tutorial. QUESTION: how do we replicate this in Unreal now that Apex has been deprecated? Thanks in advance
Hey, thanks for the tutorial. Which version of Unreal you are using here?
Hi! I thought that down scale it with a transform node was for appropriate import and use in Unreal Engine; then, why to upscale it back again before the fbx out node? Thank you for this wonderful tutorial.
ty so much for the tutorial.
After I set the destruction_cleanup node, the main piece is also moving together with the smaller chunks, in a very weird way. Any clues of what that could be?
Great job. Have you tried Chaos?
Houdini GOD!!!
houdini hero
Hey all! First this a great tutorial but I cant my destroyable mesh to be destructable. I can see my chunks correctly from Houdini in Unreal. I did enabled physics and lowered my damage threshold as well as making sure my support depth is at 1 but nothing breaks. Anyone else have this issue and if so how did you solve it?
Hello Simon,
Why do you untick "Export in ASCII Format" in the rop_fbx node?
I have a question can we add more depth parameters? There is only two 0 and 1. If we can add more how? Thx. :))
Out of interest is there a way to import houdini constraints like glue directly into ue5?
Simon, have you ever tried to do destruction with Unreal 5 Nanite?
Can the fractures be calculated at runtime such that the fracture pattern is not the same every time the game is played
Unreal crashes everytime I try to import the custom pieces, has anyone had a similar issue?
I dont really know what might be happening, I tried removing small pieces just in case i had some that were tiny, I tested having only 3 or 4 pieces to test if i had to many,
but all of the times it crashes
Dose this kind of destruction work the same in unity or unreal only?
Could you tell maybe if you know. How can i set in houdini multiple support depth for ue4 apex dm? I want to make dm that has 3+ layers on it. I know that i can use physx lab. But i would like to use houdini for this
Did you find a solution to this? I would love to know..
Can I do the same with Unreal Engine 5?
Can Chaos Destruction implement this method?
I wonder if Chaos also has features like FBX Chunks Import
Same here. I don't think I have found any options in Chaos for importing custom chunks
need help another way to use this inUe5
How can i create second texture set for inside debris ? To set different texture for it in ue4? Not overlapping with existing texture map?
You can assign different materials to set materials ID
Or if you want a second uv , rename the uv attribute to uv2
@@simonhoudini5074 i tried it in multiple ways but after importing to ue4 i still had only 1 mat id :/ .
Btw great tutorial looking forward for more :) would like to see how you would make reinforced pillar with undesctructable inside. Only shell shattering like in the scene from the matrix
@@nolifearea8228 I don't know if you tried this, but I went to houdini applied different materials, when I clean the attributes make sure shop_materialpath, uv and uv2 are still there. Then when applying materials to the chunks first slot was unbroken depth 0 object, then second slot the rebars I put in and third slot broken depth 1 object base and fourth the inside faces of the concrete.
Hope it helps :)
Can I export 100k packed object please help me