How to Emit Rigid Body Objects | Houdini 19.5

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  • Опубліковано 30 вер 2024
  • Sometimes emitting rigid bodies is needed to get the look you are going for. This video covers how to make a custom bullet solver setup and how to emit rigid body objects in Houdini 19.5.
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КОМЕНТАРІ • 12

  • @bananaboy1100
    @bananaboy1100 8 місяців тому +1

    I've seen a few of this type of tutorial, but none of them seem to include a way for each of the instanced / spawned rigids to have constraints and keep those constraints intact until they hit the ground then break. any ideas? thanks

  • @watkinscreatives
    @watkinscreatives 7 місяців тому

    not sure why but after routing my grid to a null object, then in the dopnet importing it as a static object, the packed RBD still just clips right through it.

    • @watkinscreatives
      @watkinscreatives 7 місяців тому

      oh wait i just caught the comment about left to right thanks to @banannaboy1100's comment

  • @jakemiller9960
    @jakemiller9960 5 місяців тому

    What if I don't want to use a gravity force? For some reason, the other forces don't seem to work within the DOP network when I try applying them the same way as gravity. Any ideas? Great tutorial!!

  • @i20010
    @i20010 10 місяців тому

    Great tutorial! How do we return the texture to the objects (toy) after the simulation? Thanks!

  • @Emeteriowallace
    @Emeteriowallace Рік тому +1

    Thanks for this tutorial! You are amazing!

  • @sdados3725
    @sdados3725 Рік тому

    Hey thanks for sharing this tutorial, it was super useful! How could I create an age attribute for the rigid bodies? I need to make the rigid bodies dissolve after a certain age

    • @InsideTheMindSpace
      @InsideTheMindSpace  Рік тому +1

      There's multiple ways to do that. You can probably get the creation time using f@creationtime and then use the difference between the creation time and the current time to calculate the age

    • @sdados3725
      @sdados3725 Рік тому

      @@InsideTheMindSpace thank you so much for such a quick answer! the f@creationtime should be used in an attribute wrangler? Would that go in the dopnet or after the assemble node when I spawn the points?

    • @InsideTheMindSpace
      @InsideTheMindSpace  Рік тому +1

      Yeah it would go in a wrangle. I'm not 100% sure if you need it outside or inside the solver but give it a shot and one of them should work

    • @sdados3725
      @sdados3725 Рік тому

      @@InsideTheMindSpace Tomorrow morning I'll try! Thank you for your help!