Houdini: Primitive SOP for Disintegration and PolyFX

Фильм және анимация

In this video, Liam covers the power of the Primitive SOP. Using its template capabilities, we can quickly make mograph style disintegration effects, or if you're coming from Cinema4D, a better PolyFX tool. This video does assume you have some basic understanding of Houdini, but is generally pretty beginner friendly. Also a big shoutout to MOPs (Motion Operators) that makes this process 100 times easier.
00:00 - Intro
00:45 - General Breakdown of Scene
04:58 - Setting it up from scratch
05:25 - What does the Primitive SOP do?
05:55 - Separate Primitives using Facet SOP
07:09 - Attribute Wrangle - Get Center Points
08:30 - Basic Setup without MOPs
10:00 - Remeshing Geo
11:00 - Setting up with MOPs
11:55 - Make sure to activate Rotate to Template
12:35 - Falloff Controller
15:00 - Make it sexy with a Divide SOP
18:25 - Trying it on different Geometry
19:00 - Review of what we just setup
20:00 - The wrap up
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Пікірлер: 15

  • @henryfoster2680
    @henryfoster26802 жыл бұрын

    One thing worth noting about this setup is that you can use MOPs Explode to convert each polygon face into a packed fragment with an intrinsic transform, instead of using the Primitive SOP. This means you'll have an easier time dialing in rotation and scale, since each primitive will actually have a persistent transform.

  • @ProfessionallyIncorrect

    @ProfessionallyIncorrect

    2 жыл бұрын

    Dude. That’s awesome. I’ve admittedly never looked into the MOPs explode node.

  • @henryfoster2680

    @henryfoster2680

    2 жыл бұрын

    @@ProfessionallyIncorrect It's very handy for exactly this sort of thing! Check the example files... you can transfer the source object's local orientation to the exploded pieces so that it's much easier to explode "outwards" along the original normal axis.

  • @massimobaita7178
    @massimobaita71782 жыл бұрын

    Thank You very much!

  • @9734429181
    @97344291812 жыл бұрын

    That's so cool buddy. Thanks for sharing.. As a suggestion can you please do a tutorial series on all the MOPS nodes? That will be of great help.

  • @antoniopepe
    @antoniopepe2 жыл бұрын

    I usually use a point vop to transfer back the point animation to the polygons (importing primitive pos and point pos animated from 2 input, making subtractio and adding back to original pos ). i have to try this primitive 2 input. At first glance it seems slower. But I will try it. Thank you. Ok i have tried and is much slower with the "primitive node", from 5 to 7 times slower the the Vop version.

  • @ProfessionallyIncorrect

    @ProfessionallyIncorrect

    2 жыл бұрын

    You've actually run the performance monitor on it? I haven't seen any difference really.

  • @antoniopepe

    @antoniopepe

    2 жыл бұрын

    @@ProfessionallyIncorrect maybe on a medium-low mesh you don't notice the difference, but if you raise the number of polygons the difference is huge. however I did not want in any way to belittle your technique. just wanted to be an opinion. thank you.

  • @ProfessionallyIncorrect

    @ProfessionallyIncorrect

    2 жыл бұрын

    Oh no. You’re fine. I haven’t tried a performance test and am legitimately interested in seeing if it’s faster

  • @paulvansommeren
    @paulvansommeren2 жыл бұрын

    It's not even Tuesday and we're getting taco's!

  • @ProfessionallyIncorrect

    @ProfessionallyIncorrect

    2 жыл бұрын

    Haha. Idk why. I always use it as my placeholder attribute.

  • @sgm7650
    @sgm7650 Жыл бұрын

    I am having problems with my primitive node :(. It really fucks up my whole geometry when adding tje wrangle to the second input, dont know what is happening....

  • @ProfessionallyIncorrect

    @ProfessionallyIncorrect

    Жыл бұрын

    I need a better description or a screenshot to have any indication of what's happening.

  • @ProfessionallyIncorrect

    @ProfessionallyIncorrect

    Жыл бұрын

    Well, I hope you figured it out. Let me know if not.

  • @sgm7650

    @sgm7650

    Жыл бұрын

    @@ProfessionallyIncorrect Yesss I found out what was wrong, thank you for answering tho :D

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