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Houdini RBD Fracture Internal and External Materials Tutorial

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  • Опубліковано 18 лис 2020
  • In this tutorials we'll set up a quick RBD fracture and assign materials separately to the internal and external geometry. We're using a masking technique which can be used fairly universally with most renderers, here we're using Redshift.
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КОМЕНТАРІ • 17

  • @antoniopepe
    @antoniopepe Рік тому

    for keeping the noise stuck at the geo, i use alway a rest position, keeping lighter the process and less seems .

  • @HoudinifxAlfredosanmartin
    @HoudinifxAlfredosanmartin 3 роки тому

    thanks, in simple steps I can make an amazing RBD fracture now : )

    • @SmallRobotStudio
      @SmallRobotStudio  3 роки тому +1

      Enjoy breaking stuff! One of my favourite things to do in Houdini :)

  • @47winds11
    @47winds11 Рік тому

    Thank you so much! It really helped me

  • @jonyconde
    @jonyconde Рік тому

    So good thanks mate!

  • @mikkelsmed
    @mikkelsmed 3 роки тому +3

    hi guys i have situation, where i am using a rbdcinfigure node - But then i loose my inside & outside attributes - How do i restore down in my solver again?

    • @mithunkrishna3567
      @mithunkrishna3567 11 місяців тому

      1)Right click RBD configure nore and select allow editing of contents and get in . 2) inside you will find Housekeepind (left) ,you will find assemble node -> uncheck packed primitives 3) now come back to the outside cache your sim (now u will be able to use inside and outside groups), 4) (optional)also if you are going to use retime node delete the name attribute using attributedelete

  • @jacksonsamuel774
    @jacksonsamuel774 2 роки тому +1

    How would you go about doing this with a texture map?

  • @MattScottVisuals
    @MattScottVisuals 3 роки тому

    Man I really appreciate this tutorial! I'm new to Houdini and just loving the massive gains I see past blender's physics and simulation stuff. The Redshift was a bonus, and is probably the renderer I'm going to start learning. So used to Cycles! Do you think Redshift it's a good option for VFX (integrating CG with live action footage)? I'm mainly looking for flexibility with things like "this object should not see the reflection of the dome light, but this one should" sort of thing. Finally, my "cracking" tiny pieces are jumping all over the place...I've tried mucking around with solver iterations and friction but not having any luck...

  • @minators777
    @minators777 7 місяців тому

    hey can you please make this for karma or mantra also

  • @finallyfree573
    @finallyfree573 3 роки тому

    Is it possible to give some thickness to outside material? Or a gradient between inner and outer materials.

  • @BrianLanders
    @BrianLanders 3 роки тому +1

    Could you not use a Material node with the inside/outside groups (in the geo context) to assign the materials directly instead of using the Color nodes as masks?

    • @SmallRobotStudio
      @SmallRobotStudio  3 роки тому +2

      Yep, that would work too. Because I habitually think in terms of shaders I defaulted to relying on the shader to mask but using the material/group method will work just as well and possibly better in some situations. Thanks for the comment :)

    • @0x0abb
      @0x0abb 2 роки тому

      Thanks for that comment - that really made things easier for that last step since I am not using Red Shift

  • @zombiewizard999
    @zombiewizard999 3 роки тому

    hey when I do this, the fracture lines are still visible at the first frame :/ It looks cracked even before it falls down.

    • @SmallRobotStudio
      @SmallRobotStudio  3 роки тому

      Hey, I'm not in front of Houdini at the moment but from memory that happens depending on how you assign your point colour, if that's what you're seeing. I can't remember the specific thing but I'll have a look tomorrow morning when I wake up

  • @ulysseboisvert7886
    @ulysseboisvert7886 3 роки тому

    thank you