Creating Chaos: Houdini FX Ground Destruction Made Simple
Patreon for exclusive content / johannestiner
Discord for help, video suggestions etc / discord
Not exactly 2012 but at least something breaks...
Patreon for exclusive content / johannestiner
Discord for help, video suggestions etc / discord
Not exactly 2012 but at least something breaks...
Пікірлер: 45
Brother, your tutorial is very helpful to people who are learning Houdini broken system.
one of the best houdini tutorial
Great, thanks for this easy setup! Just for my understanding of things - I think you can avoid the for each loop to give the pieces their variant attrib. Just activate "Output ID Attribute" in the scatter node, call it "variant". Add a group SOP after the scatter, for points, and select that group in the Material Fracture node after "Input Points". Activate "Copy Cell Point Attributes", select "variant". Also set "Scatter Points" to zero and choose "Scale by Attribute" right next to it. Choose "variant". Done! It's important to set "Scatter Points" to zero, so this way, the Material Fracture always outputs the exact number of pieces you choose in the scatter node. Hope this is helpful.
thank you I learned a lot! lookin for more to come...
Thank You very much, Johannes!
Nice work
I like what said about how to utilize rest for squeeze it down fracturing and then scaling it back to original , I will try it too.
Great video
man your voice is relaxing haha
an other great tutorial, thanks
Awesomeness! 💥💥💥 Btw what CPU is installed on your computer? All calculations for fracturing and simulations are damn fast.
@johannestiner
4 ай бұрын
Thanks 😁 The CPU is Intel 13900k
At first look, i thought tutorial was for c4d😄 keep it up
Nice! 🎉
Super nice tut man! Could you do the part with only active around the curve pls?😅 That would be freaking awesome! Couldn't figure it out yet😅
@johannestiner
6 ай бұрын
One easy way would be to just add a wrangler after your drawcurve points and set it to @actived = 1. Then use a attribute transfer after you have fractured and packed your ground. Then just transfer the active attribute from your curve points to your ground pieces. Just play with the Distance threshold in your attribute transfer node.
@3rdDim3nsn3D
6 ай бұрын
@@johannestiner youre the best man thanks for the hint! 🙏
Any chance you share your theme and viewport configuration, the shadows and everything look so clean! Great video btw, glad I found you!
@johannestiner
6 ай бұрын
I think it's default except for the viewport is gray instead of default blue, if it's not then it's just the labs color scheme. Should be in the top menu if you have labs installed
@MusicBaked
5 ай бұрын
@@johannestiner thanks bud, I think I got a vibe that made Houdini even more enjoyable to look, great pointers! :)
🔥
Hi, I try to the point replicate (Shape) Uniform Scale adjust but it's not working. why?
Hi, great tutorial but I can't figure out why my grid in the second dopnet does not fly up when I reverse the gravity. It would be great if you could help me.
@johannestiner
13 сағат бұрын
Do these packed geos have @active = 0? If so, they won't be moving. You can try and add a point wrangler just before they go into dop and write i@active = 1;
hello mate I have question when im trying to put 2 nodes into transformpieces it doesnt working? Any suggestions
@jaroooch7154
3 ай бұрын
i Found a solution I didnt turn off create proxy geometry in dopnet groundplane
Cool stuff. Just one thing. I don't know why the UV is sliding . Assign a quickshade and check. If any solution pls share .Thanks
@johannestiner
4 ай бұрын
I can't remember if I added uv but anyhow, make sure uv are added before movement starts to happen, if you have procedural textures sliding you need to use a rest node after you done the uv
@MrMRD007
4 ай бұрын
Thanks@@johannestiner
Hey man, great video! i'm haveing a hard time with the debri. I seem to be doing everything right, but when i put them in the dopnet. They only spawn, and not simulate.
@johannestiner
2 ай бұрын
Join the Discord and post your file in the help section: discord.gg/4hGpBWDq4H
@AnabianArtsFX
29 күн бұрын
u got any solution? facing the same issue.
@tw1ce.
29 күн бұрын
@@AnabianArtsFX There was missing a i@active =1; on my debris
@AnabianArtsFX
28 күн бұрын
@@tw1ce. ok mine are just flying here nd there dont know what i did wrong
❤
Hey, thanks for the awesome tutorial🔥I'm having an issue tho that's driving me crazy.. both rbd sims (primary and secondary) work great and I can preview how they look, but once I try to cache the sim or render a flipbook anim, Houdini crashes and says '39196: Fatal error: Segmentation fault' , can't export as alembic either, still new to houdini so no idea how I can fix it :/ any help would be more than appreciated🙏
@johannestiner
Ай бұрын
Hey, you can join the Discord and post the hip file in the help channel so I could have a look
@karimoh3154
11 күн бұрын
I had Segmentation Errors as well a few month ago. The SideFX support was really helpfull and responded super quick. I fixed it by disabling the e-cores in my bios but a common fix is also to revert to an older Nvidia Driver since the newest ist stable with the current H20V. at least that what the spoort guy told me.
Please I try it and my debris are duplicating and trailing. What could be the cause or what should I do?
@johannestiner
3 ай бұрын
In debris source set the life to 1 frame
@nathanielprah1088
3 ай бұрын
Thank sir I'm grateful
your screen is so massive it's hard to see what you're explaining sometimes what does the script say at 8:52?
@johannestiner
3 ай бұрын
If( rand(@ptnum) > 0.3 ) removepoint( 0, @ptnum )
@Gates2Aion
3 ай бұрын
@@johannestiner Thanks!
nice one