If you like this video, you should check out my newer Cinematic Destruction videos (based on the newer RBD sop nodes in Houdini): ua-cam.com/play/PLqovuMX-teVMhkAd5dCfUI17Api5_YaPO.html
Cool stuff. I have some little tips. 1. New soft constraints can totally replace the spring constraints as they are stable and have more control. 2. When using hard, spring or soft constraint - You need to use facet sop ( set unique points ) and then use a primitive SOP to scale the primitives to 0. Because you want the constraint to be at the midpoint of two pieces. And they should have restlength of 0 in order to work. 3. And also RBD packed object uses less memory than RBD fractured object. Keep up your good work.
Thanks for the tips. There's a lot of stuff I need to improve on in my destruction tutorials. I will remember your tips for the next destruction video.
There's a few different ways to accomplish this. Method #1) In the next lesson titled, "Control How Glue Constraints Break in Destruction Simulations in Houdini" ua-cam.com/video/5S7AxS7Xjq4/v-deo.html I talk about how to use the sopsolver inside DOPS to control the glue constraints and this can also be used to control when the glue constraints break as well. Be prepared it is quite complicated.... Set the constraint value to SUPER high so it will never break. Then inside the DOPS, put down an attribute wrangle inside the sopsolver and put a line of code as below, which is the same code I do in the next video. if (@impact > 0) { s@constraint_name = ""; } ua-cam.com/video/5S7AxS7Xjq4/v-deo.html Method #2) The second method I recommend is actually much easier, because it relies on a special feature of the sopsolver that allows you to grab data directly from the SOPS. It uses the SOPS to delete the glue constraints dynamically and allow for more control over the breaking. For example, you can use a blast and animate the blasting to remove which constraints on certain keyframes, which in this case you would want only when the ball collides with the wall. I demonstrate this in a Members-Only video: ua-cam.com/video/5HKEzHseuZ0/v-deo.html Hope this helps!
@@bubblepins Today I first time discovered a SOP, it is complicated)) Funny, because earlier I fast-click the first link video, thought it’s not what I’m looking for. I’ll definitely watch the videos, and much appreciated for such detailed answer! This video kinda old, so I wasn’t hoping for the any reply)
@@bubblepins Hey, I played with it for a couple of days, but the wall keeps breaking before the ball hits. I'm working with springconrel even if impact > 100000. I feel that it is something in attribwrangle expression, but I don't know what exactly) Maybe there are something like "ignore gravity before ball hits" or something
@@yamaykamen7732 Let's try some debugging steps try running the simulation in wireframe and see if you can spot the constraint lines on the viewport similar to what I do at 16:28 This will tell us if the springconstraints are being detected in the DOPs. After we confirm that the constraints are indeed there. Then let's do something like strength of -1 and ignore the wrangle code with the if statement I mentioned in the previous comment, from method #1 or just ignore the SOPS from method #2. And run the simulation to see if the springconstraints hold. I want to see if the constraints have enough strength to hold itself BEFORE we even start breaking. If the constraint doesn't have enough strength to begin with, then it'll just break even if you don't touch it. So this will help us identify the issue. Hope this all helps!
@@bubblepins Hi, again. Honestly, wasn't planning to strain you again, but here we go again))) After few nights I've got the idea to download your file. Add SOP in DOP as in the video (ua-cam.com/video/5S7AxS7Xjq4/v-deo.html), and put there your expression (from comment). This SOP didn't affect anything. (tried add "f" before "@impact", make "@impact > " number more - nothing). Besides it, I made 1000000000 (and even more) strong strength and it still manages slowly (but visibly) to make collisions, haha (before ball hits). And yes, there are yellow string connections. When I turn off gravity, even in 0 strength wall stays solid. Somehow I just can't make that wall freeze (when gravity on) before the ball hits. I see the idea and understand even the principle how to do it, but it doesn't work(
Would you please tell me how to make connections between constraints as we make in sop level like 'RBD constraint from rules' in dopnetwork? I fractured a house model with different parts like roof, glass etc. I want to connect constraints between these?
I'm actually working on a new Cinematic Destruction series that will cover the newer RBD SOP tools in Houdini and it will soon cover the RBD Constraint sop nodes as well. I've currently released Basic Concept #1, so that constraint topic will probably be featured in Concept 3 or 4.
I demonstrate how to control the breaking of the constraints in a different video: ua-cam.com/video/5S7AxS7Xjq4/v-deo.html The first 5min demonstrates a very basic overview on how to use the SOP Solver to delete the constraints using the impact data from the simulation. I am currently working on a video that will demonstrate how to use RBD Tools and is much easier to control the breaking of the constraints and rbd simulation, but has a completely different workflow. So you can wait for that one, but will take a couple more weeks.
is it possible to create constraint totally manually from scratch. I mean using curve tool to define those constraint lines manually. you made constraint lines from the same object which is being fractured but what i am asking for is using other object or in my case drawing those lines to define constraint for the first object. I think its possible but its not happening.
That is a very interesting idea!! I never tried. It will be different though, because each straight line shown in the video is a single primitive, which then translates to a corresponding constraint. It's one primitive to one constraint sort of, in a very simplistic way of looking at it. The draw curve creates many primitives that make up a single curve, so I think the difficulty is in that, how to translate many primitives in a draw curve to a single constraint. Hope that helps! I really like this idea! If I have time later on, I may try and experiment on this, but time is not on my side.
@@bubblepins well i checked houdini forums and there is a node called constraint from curves i used it and it didn't worked out for me and also there is no tutorial or post about using it for making constraints, hope you find time to check out this thing in your free time and tell me later or maybe make a video. 2nd Question- In this video you made 5 boxes and then merged them to make a wall. Now is it possible to make a box with divisions in them and then extracting every single boxes as an individual primitive from those individual divisions. Just like vornoi fracture but slicing them through those edges?
@@cinemareelsX60 1st Question: I suspect the constraint from curves node is just taking the curves you draw and then looking for connection points close to the curve and creating the constraints from that. Because after I did some thinking about this, making constraints curves doesn't really help the rbd solver. Houdini has hard, soft, hinges, spring, and pin constraints, and that rotational constraint that I forgot the name of, I think its hinge. 2nd Question: Yes definitely you can slice it up as you please. I have another video where I use the boolean node to do the slicing. It's separated into 2 videos, the first video shows you how to slice the geometry and the 2nd video shows you how to use that sliced geometry in Houdini's simulations. (slicing geometry) Boolean Concepts for Beginners in Houdini ua-cam.com/video/Xvk4qkc-WwE/v-deo.html Boolean Fracturing for Simulations, Procedural Modeling in Houdini ua-cam.com/video/5TCD52z3jmY/v-deo.html Hope this helps!
learned a few things so worth watching 2 things pls stop telling one and the same thing 5 times like its for people with "learning weakness" if i dont get something i will rewind i would use 2 "copy and transform" nodes and the wall is done instead of this bouch of transforms and merge
Hands down the best Houdini instructor on here!!!
Thanks!!!
Thank you, bubblePins ! Your tutorial is the best Glue Constraints tutorials I've ever seen. It is greatly helpful to my destruction experiment.
If you like this video, you should check out my newer Cinematic Destruction videos (based on the newer RBD sop nodes in Houdini):
ua-cam.com/play/PLqovuMX-teVMhkAd5dCfUI17Api5_YaPO.html
Your stuff is great. I love how you walk us through what you’ve discovered in Houdini. I learn a lot. Thank you!
Your tutorials are always so clear and well made. Well done
Thanks!
very nice tutorial here! thank you so much! Keep going and goog luck! #ilovehoudini #iloveue4
shared this here twitter.com/toudajew/status/1195706815251648512
Thank you so much!
@@bubblepins Very good tutorials, all of them on point, no bullshit. Houdini community thank you for it!
@@klarnorbert Thanks!
You're really good explaining, is an inspiration for me teaching my colleages at the office. Keep it up!
Thanks!
Thank you for making these videos!
Cool stuff. I have some little tips.
1. New soft constraints can totally replace the spring constraints as they are stable and have more control.
2. When using hard, spring or soft constraint - You need to use facet sop ( set unique points ) and then use a primitive SOP to scale the primitives to 0. Because you want the constraint to be at the midpoint of two pieces. And they should have restlength of 0 in order to work.
3. And also RBD packed object uses less memory than RBD fractured object.
Keep up your good work.
Thanks for the tips. There's a lot of stuff I need to improve on in my destruction tutorials. I will remember your tips for the next destruction video.
Thanks for the video, keep doing more !
you can use grid and copy to points node instead of transform nodes. N columns = N-1 grid size for X, M rows = M-1 grid size for Y
Yeah, I realized that afterwards LOL
Good lessons! Maybe you know, how to make the wall stay still (no small collisions) until the ball hits?
There's a few different ways to accomplish this.
Method #1)
In the next lesson titled, "Control How Glue Constraints Break in Destruction Simulations in Houdini"
ua-cam.com/video/5S7AxS7Xjq4/v-deo.html
I talk about how to use the sopsolver inside DOPS to control the glue constraints and this can also be used to control when the glue constraints break as well. Be prepared it is quite complicated....
Set the constraint value to SUPER high so it will never break. Then inside the DOPS, put down an attribute wrangle inside the sopsolver and put a line of code as below, which is the same code I do in the next video.
if (@impact > 0) {
s@constraint_name = "";
}
ua-cam.com/video/5S7AxS7Xjq4/v-deo.html
Method #2)
The second method I recommend is actually much easier, because it relies on a special feature of the sopsolver that allows you to grab data directly from the SOPS. It uses the SOPS to delete the glue constraints dynamically and allow for more control over the breaking. For example, you can use a blast and animate the blasting to remove which constraints on certain keyframes, which in this case you would want only when the ball collides with the wall.
I demonstrate this in a Members-Only video:
ua-cam.com/video/5HKEzHseuZ0/v-deo.html
Hope this helps!
@@bubblepins Today I first time discovered a SOP, it is complicated))
Funny, because earlier I fast-click the first link video, thought it’s not what I’m looking for.
I’ll definitely watch the videos, and much appreciated for such detailed answer! This video kinda old, so I wasn’t hoping for the any reply)
@@bubblepins Hey, I played with it for a couple of days, but the wall keeps breaking before the ball hits. I'm working with springconrel even if impact > 100000. I feel that it is something in attribwrangle expression, but I don't know what exactly) Maybe there are something like "ignore gravity before ball hits" or something
@@yamaykamen7732 Let's try some debugging steps try running the simulation in wireframe and see if you can spot the constraint lines on the viewport similar to what I do at 16:28 This will tell us if the springconstraints are being detected in the DOPs. After we confirm that the constraints are indeed there.
Then let's do something like strength of -1 and ignore the wrangle code with the if statement I mentioned in the previous comment, from method #1 or just ignore the SOPS from method #2. And run the simulation to see if the springconstraints hold. I want to see if the constraints have enough strength to hold itself BEFORE we even start breaking.
If the constraint doesn't have enough strength to begin with, then it'll just break even if you don't touch it. So this will help us identify the issue.
Hope this all helps!
@@bubblepins Hi, again. Honestly, wasn't planning to strain you again, but here we go again)))
After few nights I've got the idea to download your file. Add SOP in DOP as in the video (ua-cam.com/video/5S7AxS7Xjq4/v-deo.html), and put there your expression (from comment). This SOP didn't affect anything. (tried add "f" before "@impact", make "@impact > " number more - nothing).
Besides it, I made 1000000000 (and even more) strong strength and it still manages slowly (but visibly) to make collisions, haha (before ball hits). And yes, there are yellow string connections. When I turn off gravity, even in 0 strength wall stays solid.
Somehow I just can't make that wall freeze (when gravity on) before the ball hits. I see the idea and understand even the principle how to do it, but it doesn't work(
Would you please tell me how to make connections between constraints as we make in sop level like 'RBD constraint from rules' in dopnetwork?
I fractured a house model with different parts like roof, glass etc. I want to connect constraints between these?
I'm actually working on a new Cinematic Destruction series that will cover the newer RBD SOP tools in Houdini and it will soon cover the RBD Constraint sop nodes as well. I've currently released Basic Concept #1, so that constraint topic will probably be featured in Concept 3 or 4.
How do i control that is I want to break some specific party , and some parts to remain intected ????
I demonstrate how to control the breaking of the constraints in a different video:
ua-cam.com/video/5S7AxS7Xjq4/v-deo.html
The first 5min demonstrates a very basic overview on how to use the SOP Solver to delete the constraints using the impact data from the simulation.
I am currently working on a video that will demonstrate how to use RBD Tools and is much easier to control the breaking of the constraints and rbd simulation, but has a completely different workflow. So you can wait for that one, but will take a couple more weeks.
is it possible to create constraint totally manually from scratch. I mean using curve tool to define those constraint lines manually. you made constraint lines from the same object which is being fractured but what i am asking for is using other object or in my case drawing those lines to define constraint for the first object. I think its possible but its not happening.
That is a very interesting idea!! I never tried. It will be different though, because each straight line shown in the video is a single primitive, which then translates to a corresponding constraint. It's one primitive to one constraint sort of, in a very simplistic way of looking at it. The draw curve creates many primitives that make up a single curve, so I think the difficulty is in that, how to translate many primitives in a draw curve to a single constraint.
Hope that helps! I really like this idea! If I have time later on, I may try and experiment on this, but time is not on my side.
@@bubblepins well i checked houdini forums and there is a node called constraint from curves i used it and it didn't worked out for me and also there is no tutorial or post about using it for making constraints, hope you find time to check out this thing in your free time and tell me later or maybe make a video. 2nd Question- In this video you made 5 boxes and then merged them to make a wall. Now is it possible to make a box with divisions in them and then extracting every single boxes as an individual primitive from those individual divisions. Just like vornoi fracture but slicing them through those edges?
@@cinemareelsX60 1st Question: I suspect the constraint from curves node is just taking the curves you draw and then looking for connection points close to the curve and creating the constraints from that. Because after I did some thinking about this, making constraints curves doesn't really help the rbd solver. Houdini has hard, soft, hinges, spring, and pin constraints, and that rotational constraint that I forgot the name of, I think its hinge.
2nd Question: Yes definitely you can slice it up as you please. I have another video where I use the boolean node to do the slicing. It's separated into 2 videos, the first video shows you how to slice the geometry and the 2nd video shows you how to use that sliced geometry in Houdini's simulations.
(slicing geometry) Boolean Concepts for Beginners in Houdini
ua-cam.com/video/Xvk4qkc-WwE/v-deo.html
Boolean Fracturing for Simulations, Procedural Modeling in Houdini
ua-cam.com/video/5TCD52z3jmY/v-deo.html
Hope this helps!
@@bubblepins ok thanks🙂
This is fun
learned a few things so worth watching
2 things
pls stop telling one and the same thing 5 times like its for people with "learning weakness" if i dont get something i will rewind
i would use 2 "copy and transform" nodes and the wall is done instead of this bouch of transforms and merge
Soft voice!
Thanks!
Everything good except that sleepy lazy voice
stop criticizing ppl ..get a life
@@notskinner2304 Its my job anyway
@@RajuMon2016 Criticizing someone's work is good not their physical ability. She is trying her best to teach ppl what's the crime in that?
@@notskinner2304 I know you watched joker 🃏
Take it easy
He/she doing great anyways