This was my first tutorial, and I want to express my heartfelt gratitude to everyone for their incredible support and enthusiasm. Check out RBD II - Ground Destruction: ua-cam.com/video/2PjiEFsBvlo/v-deo.htmlsi=KnH2XicIF1gbDwV2 Which comes with enhanced quality and more comprehensive explanations.
This tutorial is great. Very easy to understand and follow along with. I love how you go in depth on what different components and outputs of the nodes do. It's beyond a surface level look at it and goes more under the hood than other tutorials.
Hi thanks for the tutorial but I am facing some problems. although rbd material fracture is named wall and Fracture namespace is checked, @42:38 when I check the name in the packed node, point as selected yours is "wall-piece", mine is only "piece". What I did it worng? Thanks!
44:48 I don't have a selection in version 20.5, I do everything according to the tutorial, but nothing is selected and the animation is not static at the ends of the wall
Great tutorial! But I have a problem with constraints. That glue contraints wireframe does not appear (red one as in the video 47:56) and therefore my wall continues to destroy. I checked all names and many other parameters, everything seems to be fine, but it still doesn't work. What could have gone wrong? Also, I heard that some peaople have the same issue in Houdini 19, which I use as well. Maybe there were some changes that may influence this situation?
cross-check if assemble node is not creating the name again ( by default it recreates a new name so disable that ) or you can mail me your file at vfxmagics@gmail.com so I can check
@@saimohith9904 I noticed that my "Overwrite with SOP" value in the constraintnetwork node was set to 1 and not 0 as it is in the tutorial (46:54). I right clicked and pressed delete channels so I could input the value by myself. Seems to have solved the problem for me.
Great tutorial! Curious about something tho, can you tell me why is a bulletsolver setup needed, considering you had the sim ready from the dopnetwork already before that.
I have included the RBD Solver SOP as Bonus, which is a prebuilt and efficient RBD setup containing all the necessary parameters. This setup allows for a quick and easy implementation, making it ideal for teaching purposes. by showcasing the RBD Solver SOP and explaining its benefits, I aim to make everyone aware of its existence and encourage its utilization for faster and more convenient RBD simulations. I used the DOP Network only for the final output.
Hi. The method showed by you " constraint" doesn't work In Houdini 19. I tried very high values for 'glue' node but all the constraints were breaking already in first frames. Setting glue to value "1" has no effect either. Is there a different way in H19 to achieve this?
great tutorial! Do you have a tutorial on creating constraints NOT from the rbdmaterialfracture sop? i.e. from scratch? I'm finding it difficult to find a setup that covers animated constraints built from the ground up (and not using the rbdmaterialfracture)
Dear sir ..for being a fx artist ..one can also done modelling in houdini too or all modelling stuff like texturing UV and sculpting part maintains in Maya, Zbrush , substance and Mari ...and export the geo mesh in ...side fx platform , further and makes there outcomes for fx stuff then after??
@@VFXMagics thanks for the replying dear sir ..sir can you have any whatsapp admin group ?? or any telegram link ..actually lots of quries are there that r not possible with youtube commentry sections!!!
Hello, Hiral Sir Iam karan patel... 😊 There`s one question from this video in my mind sir and it`s killing me hahaha lol - as you took (2 joey) and changed there names for Houdini to recognize them as 2 by using "attribute wrangle", - but what if I need multiple joey and the hard thing would be to change everyone`s name individually right ?? - so this Idea came in my mind that what if I use "attribute randomize" to the points so every point got different colors and then copy joey at every point by using (copy to point ) so know joey is colored randomly. but THE BIGGEST QUESTION IS!! how to make Houdini read every joey differently by using that random color "Cd" so every joey fall differently is there any way to do that sir...I would be Thankfull to you sir🙏 and finally my mind could sit down peacefully 😂😅. and "PLEASE HELP ME" (Im losing hope) as a student I am Facing so much challenges in self learning eg. where do I start learning from etc... I started learning this software recently i don`t know the tricks and flow of attributes I don`t know what to do is there any possible way to contact you for a guidance on how to learn effectively without stressing out everyday, if you don`t have any problem then it would be AMAZING!! I would be THANKFUL to you sir. ☺
Hey Karan, Kem che? Yes, we can do that. But first, let's understand how you are assigning random colors, so for that you will utilize point numbers right For example, if you have 10 scatter points and you want to copy "joey" onto those points, we can use the same point numbers to name "joey" after copying to points. However, the catch is that after copy to points, you cannot call scatter point number attribute directly. So, you have to store that point number into something like an id or class. Simply use connectivity after scatter points to assign a class attribute to points. Now, after copy to points, use a point (if you want this on the prim, then promote that class attribute to prim post copytopoints) attribute wrangle and type this: s@name = "joey" + itoa(i@class);
Sirrr 🤩🤩I found the way to do that 1) took Joey packed him 2) made scattered points then copied Joey so we got too many Joey at the same time 3) then I add the "attribute randomize" to give different color 4) then down after the packed node I added wrangle "Prim" and wrote code ( s@name = "karan"; @karan = @Cd; ) // so after that it started working perfectly as I wanted ;) MISTAKES: 1) I didn't packed joey so everything opened up while falling so I packed it so it's one Entity now as you explained sir previously in that "pack capture" 2) I just wrote ( s@name = "karan"; ) then after sitting for an hour I used Logic that If I created a new name "karan" so Houdini can read it as a object so like that only why don't I try and give karan a "@Cd" name to read karan as per color i mean I don't know how do I explain but the karan became separate for houdini after simulation and they started falling differently as I imagined :) so code is s@name = "karan"; @karan = @Cd; BOOM!! 🤩 it`s done every karan are falling Differently I mean joey 😅🤣 YOUR VIDEO HELPED ME COMPLETE MY OWN CHALLENGE THANK YOU!! 🙏🙏🤗But Still if I get a chance to talk to you it would be great I know a lead who gave me your video as reference and sir you also know him very well Iam glad I watched this Video keep it up Sir :)
@@karanthejoblesseditor6547 Hey Karan, congratulations! I'm glad you managed to simulate all the joeys separately. However, try to understand this naming data more in-depth. The RBD system depends on it, and post-simulation, we always switch geometry from low res to high res. So, it worked here with Cd as its vector value, and you are converting it into a string to utilize it as a single object, which makes sense. But try to write this in a more readable way. As I mentioned in my previous comment, use ID or class to assign manual names.
@@VFXMagicsOkay Hiral bhai got it Thank you so much for patiently reading that assay 😂 then understanding the problem and then replying thisss quickly Iam going to give each and everyone your reference ☺️👍🏻
Hi Michael, currently I am planning to upload FX content, but still mail me at vfxmagics@gmail.com what you would like to see in the modeling tutorial in terms of Topics, tools, or something. I will plan it someday :)
This was my first tutorial, and I want to express my heartfelt gratitude to everyone for their incredible support and enthusiasm.
Check out RBD II - Ground Destruction: ua-cam.com/video/2PjiEFsBvlo/v-deo.htmlsi=KnH2XicIF1gbDwV2
Which comes with enhanced quality and more comprehensive explanations.
Thanks!
welcome :)
This tutorial is great. Very easy to understand and follow along with. I love how you go in depth on what different components and outputs of the nodes do. It's beyond a surface level look at it and goes more under the hood than other tutorials.
Thank you. I have uploaded an introduction to particles. Do check this out ua-cam.com/video/4bzdiZ8H9CY/v-deo.html
This tutorial is super great! Thank you for sharing, it's very easy to learn for beginners!
You're welcome!
This is absolutely golden information! You explain very detailed but to the point - i really like that😊 thank you so much for doing these tutorials ❤
Glad it was helpful!
Thank you! I used this method to make my glass shatter look so great
WOW! just wow! this is an incredible tutorial! very thorough! Thank you!
Hey man, nice way of explaining things, I loved the lecture it was easy to understand please create more Houdini tutorials like this
Thanks, Introduction to Particles I Coming Soon... :)
this is a very good tutorial
bro ur tutorial is so good keep making............................
thankyou
Great, thorough tutorial. Much appreciated and looking forward to following along to your others!
Hi thanks for the tutorial but I am facing some problems. although rbd material fracture is named wall and Fracture namespace is checked, @42:38 when I check the name in the packed node, point as selected yours is "wall-piece", mine is only "piece". What I did it worng? Thanks!
I realized that I have to save the cache again...
@@fernandocriativo3d74 👍
44:48 I don't have a selection in version 20.5, I do everything according to the tutorial, but nothing is selected and the animation is not static at the ends of the wall
its group selection only it will work same way in 20.5 also email me ur file at support@vfxmagics.com
Many doubts have gone clear after watching this. Thank you so much for making this tutorial, sir
thank you! I learned a lot!
Great Tutorial this really helped me a lot
Super!
Thanks 😊
Great tutorial! But I have a problem with constraints. That glue contraints wireframe does not appear (red one as in the video 47:56) and therefore my wall continues to destroy. I checked all names and many other parameters, everything seems to be fine, but it still doesn't work. What could have gone wrong? Also, I heard that some peaople have the same issue in Houdini 19, which I use as well. Maybe there were some changes that may influence this situation?
cross-check if assemble node is not creating the name again ( by default it recreates a new name so disable that ) or you can mail me your file at vfxmagics@gmail.com so I can check
@@VFXMagics this solved my problem, thanks:)
@@ЛизаКлёц-х9п i am having the same issue can u help me with it
@@saimohith9904 I noticed that my "Overwrite with SOP" value in the constraintnetwork node was set to 1 and not 0 as it is in the tutorial (46:54). I right clicked and pressed delete channels so I could input the value by myself. Seems to have solved the problem for me.
@@fritteman thanks!
Awesome Tutorial 😀🤘
Nice tutorial please make one on how to add smoke to this also
How can i do this fracture on a real wall? And are you going to record a camera projection video?
very neat tutorials, explained many wrong conditions and compared SOP and DOP workflow which is quite valuable.
Hey Thanks :), wrong conditions ?
@@VFXMagics I mean you show some cases fail to work so we can avoid them.
@@kakaxifx4913 yeah,
ua-cam.com/video/UOCMAUNQLbA/v-deo.html you can check out this also for advanced collision techniques :)
nice tutorial bro...😀
Thank you!
when i put rigid body and gravity forces and click on play the gravity animation doesn't work i don't know why
at 33:00
Make sure you have packed geometry, and check collision representation on rbd packed node it should show blue geometry.
In my scene Glue constraint not working what should i do
Check rbd and constraint name
Great tutorial! Curious about something tho, can you tell me why is a bulletsolver setup needed, considering you had the sim ready from the dopnetwork already before that.
I have included the RBD Solver SOP as Bonus, which is a prebuilt and efficient RBD setup containing all the necessary parameters. This setup allows for a quick and easy implementation, making it ideal for teaching purposes. by showcasing the RBD Solver SOP and explaining its benefits, I aim to make everyone aware of its existence and encourage its utilization for faster and more convenient RBD simulations.
I used the DOP Network only for the final output.
Hi.
The method showed by you " constraint" doesn't work In Houdini 19. I tried very high values for 'glue' node but all the constraints were breaking already in first frames. Setting glue to value "1" has no effect either. Is there a different way in H19 to achieve this?
cross-check names and constraint attribute default values.
@@VFXMagics Having same issue...i cross checked names also...Glue showing on first frame but disappears from very next frame
great tutorial! Do you have a tutorial on creating constraints NOT from the rbdmaterialfracture sop? i.e. from scratch? I'm finding it difficult to find a setup that covers animated constraints built from the ground up (and not using the rbdmaterialfracture)
ua-cam.com/video/2PjiEFsBvlo/v-deo.htmlsi=pbuNZEkTwtCEBPys you can check this
Help!! Some of the pieces are just stuck in the air with visible glue constraint. It is not falling down as expected. How to solve?
email me ur file vfxmagics@gmail.com
Dear sir ..for being a fx artist ..one can also done modelling in houdini too or all modelling stuff like texturing UV and sculpting part maintains in Maya, Zbrush , substance and Mari ...and export the geo mesh in ...side fx platform , further and makes there outcomes for fx stuff then after??
Yes, Maya, Blender and 3DS Max is good for 3D modeling at the moment
@@VFXMagics thanks for the replying dear sir ..sir can you have any whatsapp admin group ?? or any telegram link ..actually lots of quries are there that r not possible with youtube commentry sections!!!
@@ronydey2696 You can email me at vfxmagics@gmail.com
great, thanks
Great video thank you! I am also having the same problem with the Glue attribute not sticking, could I send you the file?
Hello, Hiral Sir
Iam karan patel... 😊
There`s one question from this video in my mind sir and it`s killing me hahaha lol
- as you took (2 joey) and changed there names for Houdini to recognize them as 2 by using "attribute wrangle",
- but what if I need multiple joey and the hard thing would be to change everyone`s name individually right ??
- so this Idea came in my mind that what if I use "attribute randomize" to the points so every point got different colors and then copy joey at every point by using (copy to point ) so know joey is colored randomly.
but THE BIGGEST QUESTION IS!! how to make Houdini read every joey differently by using that random color "Cd" so every joey fall differently
is there any way to do that sir...I would be Thankfull to you sir🙏 and finally my mind could sit down peacefully 😂😅.
and "PLEASE HELP ME" (Im losing hope) as a student I am Facing so much challenges in self learning eg. where do I start learning from etc... I started learning this software recently i don`t know the tricks and flow of attributes I don`t know what to do is there any possible way to contact you for a guidance on how to learn effectively without stressing out everyday, if you don`t have any problem then it would be AMAZING!! I would be THANKFUL to you sir. ☺
Hey Karan, Kem che?
Yes, we can do that. But first, let's understand how you are assigning random colors, so for that you will utilize point numbers right For example, if you have 10 scatter points and you want to copy "joey" onto those points, we can use the same point numbers to name "joey" after copying to points. However, the catch is that after copy to points, you cannot call scatter point number attribute directly. So, you have to store that point number into something like an id or class. Simply use connectivity after scatter points to assign a class attribute to points. Now, after copy to points, use a point (if you want this on the prim, then promote that class attribute to prim post copytopoints) attribute wrangle and type this: s@name = "joey" + itoa(i@class);
Sirrr 🤩🤩I found the way to do that
1) took Joey packed him
2) made scattered points then copied Joey so we got too many Joey at the same time
3) then I add the "attribute randomize" to give different color
4) then down after the packed node I added wrangle "Prim" and wrote code ( s@name = "karan";
@karan = @Cd; ) // so after that it started working perfectly as I wanted ;)
MISTAKES:
1) I didn't packed joey so everything opened up while falling so I packed it so it's one Entity now as you explained sir previously in that "pack capture"
2) I just wrote ( s@name = "karan"; ) then after sitting for an hour I used Logic that If I created a new name "karan" so Houdini can read it as a object
so like that only why don't I try and give karan a "@Cd" name to read karan as per color i mean I don't know how do I explain but the karan became separate for houdini after simulation and they started falling differently as I imagined :)
so code is
s@name = "karan";
@karan = @Cd;
BOOM!! 🤩 it`s done every karan are falling Differently I mean joey 😅🤣
YOUR VIDEO HELPED ME COMPLETE MY OWN CHALLENGE THANK YOU!! 🙏🙏🤗But Still if I get a chance to talk to you it would be great I know a lead who gave me your video as reference and sir you also know him very well Iam glad I watched this Video keep it up Sir :)
@@karanthejoblesseditor6547 Hey Karan, congratulations! I'm glad you managed to simulate all the joeys separately. However, try to understand this naming data more in-depth. The RBD system depends on it, and post-simulation, we always switch geometry from low res to high res. So, it worked here with Cd as its vector value, and you are converting it into a string to utilize it as a single object, which makes sense. But try to write this in a more readable way. As I mentioned in my previous comment, use ID or class to assign manual names.
@@VFXMagicsOkay Hiral bhai got it Thank you so much for patiently reading that assay 😂 then understanding the problem and then replying thisss quickly Iam going to give each and everyone your reference ☺️👍🏻
@@karanpatel-d3h sure drop me an email at vfxmagics@gmail.com
Do you have any plans to make any intro to procedural modeling videos? Those are some of my favorite right now. Thought i'd ask. Thanks!
Hi Michael, currently I am planning to upload FX content, but still mail me at vfxmagics@gmail.com what you would like to see in the modeling tutorial in terms of Topics, tools, or something. I will plan it someday :)
🤟thankkkkkkkk you