I usually post the screenshots for the project files on my blog. The project file for that running sim u r interested in should be included, but NOT the toon goon character, because that's something I don't have rights to distribute. I swapped out the toon goon character for one of Houdini's default character: bubblepins.com/membership/cinematic-destruction-basic-concept-1-rbd-emission
these aren't particles! they are actually different geometry created to act like rbd blast pieces. it's a rbd simulation without actually fracturing anything because instead of fracturing, we're emitting rbd pieces. So I create a few various rbd pieces ahead of time and randomly instance these into the rbd simulation. It's really efficient and fast, but it's completely inaccurate!
@bubblepins I said that pscale randomizing doesn't work in that way you show in your video. But actually i'm not sure about that because i'm newby in FX :) Can you explain how it can work?
@@KirillovVladimir1980 Sorry I misunderstood, when I saw ur expression I just thought u were referring to 8:00 in the video. The express u have there should work better than what I had, which was just a randomize attribute node, ur just missing a bracket f@pscale = fit(rand($F), 0, 1, 0.2, 2); just fyi for anyone reading this comment, I don't mean to be picky. But the expression u have should work better than what I showed in the video, it's been awhile since I made this video and I haven't had time to rewatch yet, but I think ur right!
I don't know if it'll save caching because u can easily overdo things by spawning too many pieces and if u don't delete them they just hang and the scene. But it definitely cheaps out the details, it'll save a ton of poly on the details so in that sense it does kind of save cache size.
You bring up a good point, I really should add links in the description to the next video. Thanks! Here's the playlist, you'll find the next video and the next next videos list in order: ua-cam.com/play/PLqovuMX-teVMhkAd5dCfUI17Api5_YaPO.html
LOL I am so sorry for that. I have been meaning to create some more content for that channel. I bought some new blender addons and I've been thinking of making some reviews for the blender addons.
@@Carkoon yeah, I don't talk about it much, because I don't have much content on there. I've been trying to find more time in my schedule to squeeze in some more content.
Hi thank you for your videos, I wanted to ask if the sim at minute 10:45 is included in the hip file, ty
I usually post the screenshots for the project files on my blog. The project file for that running sim u r interested in should be included, but NOT the toon goon character, because that's something I don't have rights to distribute. I swapped out the toon goon character for one of Houdini's default character:
bubblepins.com/membership/cinematic-destruction-basic-concept-1-rbd-emission
@@bubblepins Alright thank you!
Really appreciate your effort and very good tutorial
Thanks for watching!
but how randomized pscale can work on just one point this way? It should be smth like f@pscale = fit(rand($F, 0, 1, .2, 2); shouldn't it?
these aren't particles! they are actually different geometry created to act like rbd blast pieces. it's a rbd simulation without actually fracturing anything because instead of fracturing, we're emitting rbd pieces. So I create a few various rbd pieces ahead of time and randomly instance these into the rbd simulation. It's really efficient and fast, but it's completely inaccurate!
@bubblepins I said that pscale randomizing doesn't work in that way you show in your video. But actually i'm not sure about that because i'm newby in FX :) Can you explain how it can work?
@@KirillovVladimir1980 Sorry I misunderstood, when I saw ur expression I just thought u were referring to 8:00 in the video. The express u have there should work better than what I had, which was just a randomize attribute node, ur just missing a bracket f@pscale = fit(rand($F), 0, 1, 0.2, 2); just fyi for anyone reading this comment, I don't mean to be picky. But the expression u have should work better than what I showed in the video, it's been awhile since I made this video and I haven't had time to rewatch yet, but I think ur right!
So this best way to save time and size for caching am i right? Thnaks for this video.
I don't know if it'll save caching because u can easily overdo things by spawning too many pieces and if u don't delete them they just hang and the scene. But it definitely cheaps out the details, it'll save a ton of poly on the details so in that sense it does kind of save cache size.
@@bubblepins Thank you
Thanks for a great tutorial! I'm a bit confused, where do I find part 2? :)
You bring up a good point, I really should add links in the description to the next video. Thanks!
Here's the playlist, you'll find the next video and the next next videos list in order:
ua-cam.com/play/PLqovuMX-teVMhkAd5dCfUI17Api5_YaPO.html
@@bubblepins oh thanks, should have looked a bit more carefully :)
Ok now. Blendin bubbles is dead😐.
Btw love your content.✌️
LOL I am so sorry for that. I have been meaning to create some more content for that channel. I bought some new blender addons and I've been thinking of making some reviews for the blender addons.
@@bubblepins Sounds interesting.
@@Carkoon I hope it will be as good as it sounds.
I didn't even know you had a Blender channel until this comment. :D
@@Carkoon yeah, I don't talk about it much, because I don't have much content on there. I've been trying to find more time in my schedule to squeeze in some more content.