Procedural Brick Destruction - Houdini For MoGraph Ep0036

Поділитися
Вставка
  • Опубліковано 27 лис 2024

КОМЕНТАРІ • 14

  • @carlosrivadulla8903
    @carlosrivadulla8903 2 роки тому +1

    Great tutorial. Clean, simple, straightforward and well narrated. I enjoyed it so much ty.

  • @kevin-Han-
    @kevin-Han- 2 роки тому +1

    I like your tutorial very much. Please don't stop updating the tutorial, please.👍

  • @AbdullahYazbahar
    @AbdullahYazbahar 2 роки тому

    I love these kind of tuts. Thanks for sharing this tut

  • @VietNguyen-ms6rz
    @VietNguyen-ms6rz 2 роки тому

    It's so niceeee! Keep going on sir!🔥🔥🔥🔥

  • @rayg9293
    @rayg9293 2 роки тому

    Nice👍👍👍

  • @showcomdigital346
    @showcomdigital346 2 роки тому

    ohhhh ima have fun with this !

  • @jaymalusare9653
    @jaymalusare9653 2 роки тому

    Always wanted to know this method👍✌💖

  • @AnsonSavage
    @AnsonSavage 2 роки тому

    I like you're work, it's great! Question for you, why do you tend to start your animations on frame 1001?

    • @FarOutStudio
      @FarOutStudio  2 роки тому

      this comes from working in a production setting. It's so your renders always have 4pads at the end and start with a 1 instead of 0 so compositing softwares read frames in the correct order. (render_1001.png vs render_001.png)

  • @3dcloud
    @3dcloud 2 роки тому

    AWESOME !!!

  • @strangeapprentice
    @strangeapprentice 2 роки тому

    Awesome. Can you make a object morphing mograph tutorial? Thank love your tutorials as always!

  • @jlukas5539
    @jlukas5539 2 роки тому

    very nice, thank you !! :) just one question - I see there is a little flickering of the bricks (very tiny) - the ones which are not yet hit but there is some kind of influence. Is there an easy way to make the movement more smooth or maybe reduce the influence of impact ?

    • @FarOutStudio
      @FarOutStudio  2 роки тому +1

      Ah yes I did notice that but didn't address it for the sake of keeping the video short. A few methods:
      1) Mess with impact affect on activation
      2) Manually create activated pieces based on distance to collider (see ideas in this older tutorial: ua-cam.com/video/2EoeK36prko/v-deo.html)
      3) Post sim, do a solver that takes previous frame position if velocity is below a certain threshold
      Hope these ideas help!

    • @jlukas5539
      @jlukas5539 2 роки тому

      @@FarOutStudio thank you for great ideas and quick response, I am gonna try it :)