These videos are great, thanks so much! I'm just trying to get into houdini and having something useful to tinker with in an hour is such a great way to learn.
Hi I was searching this kind of tutorial (simple and understandable) and in 2nd part u said cluster attribute in rbddeformpieces (at 19:45) can you explain that or if you have already explained can I get that link?
In the 2nd video (Part 2 continuation of this video) for the rbddeformpieces, I do mention the cluster attribute, but I never demonstrated it. When you drop down the cluster node, it will automatically group points near by each other into cluster groups and give each group an attribute name "cluster" with a unique integer value for each group. For example, you can drop down a sphere then scatter to points, so you get a bunch of random points, then drop down a cluster node. Take a look at the spreadsheet and notice an attribute named "cluster" with unique integers assigned to the values. If you drop down a color node, set it to points and set the "color Type" to "ramp from attribute". Then make the range higher, like 0 to 5 or something, and then put random colors. You'll notice that your points not have different groups of colors. And this is what the cluster attribute can help with. As for rbddeformpieces, sometimes you want to keep some pieces together, like cluster them together, that's where you would feed in the cluster attritubute into the rbddeformpieces. Then it would swap out clusters of the pieces according to the group the its it. Sort of like, that would be the new id of the pieces, except it's in groups. Hope that helps!
Your explanation is very clear and to the point thanks for that! But one tip for you - you need to decrease the compression on your voice it produces annoying vines so that its hard to not get distracted from that(i know its 4 years old but i thought i say it tho 😂)
Thanks for the tip! I had this really cheap mic before, it didn't filter any noises for me and I had to shout on top of my lungs to get my voice recorded on it, but I've since upgraded to a fancier mic, hopefully this issues doesn't happen anymore, but u be the judge of that! Thanks for the comment again!
Hello again! What is the practical difference between the Destruction glue constraints of previous videos and the RBD of this set of videos? Is RBD like a more advance/precise way of generating effects on rigid bodies such as destruction? Thanks for all your work
The RBD Tools shown in this video is a new feature since Houdini 17. I think SideFX is trying to shift more of their content to the SOP level, because it seems more intuitive and it'll be easier for someone new to Houdini to understand. The dopnet approach to RBD simulations shown in the Destruction glue constraint video requires that you extract the sim data with a dop i/o node to complete the process. And also the RBD Tools are still quite new so it doesn't have all the capabilities compared to the dopnet RBD nodes. For example, the RBD Tools as of Houdini 18 only support Bullet Solver for now, I think it'll expand for later versions. Hope that helps!
In my more recent videos, I demonstrate how you can use the voronoi fracture combined with the RBD Material Fracture: ua-cam.com/video/3tFQ9WeyabY/v-deo.html Maybe this is what you're looking for?
Unfortunately not exactly. I did see a tutorial online that was done by someone else, I don't remember the link right on top of my head, but that person had a really neat trick. They would use voronoi fracture to cut the object into pieces and export the pieces into UE and then in UE, mark each blast piece with collision complex in UE. Then you can knock it over in UE. But as of the current moment, you can't exactly transfer the whole RBD system from Houdini to UE, because UE has its own destruction system called Chao. Hope that helps!
Try dropping down a RBD Configure node and manually set all the pieces to active, just for debugging to see if there's any issues with the setup. If this node does turn everything green, then it means there's a node before this one that is making everything inactive by accident. To the least it'll give you a small clue. Hope that helps!
@@YungInnFilmz Are you importing the house from blender to Houdini? You can try adding some procedural noise to the house inside houdini, but I'm not sure if that's what you're looking for. Are you trying to create a procedural house using houdini and exporting it back to blender? Are you trying to create a HDA asset in houdini to be used in Blender? I have seen this done too, but it requires a special build of blender and very specific versions of both software, I never tried it myself, but I've only seen it in a video.
@@nodecrasher4991 I don't think there's any difference between the Houdini FX and Houdini Indie license, but I've never used Houdini FX. I only have an Indie license. On the product compare chart on SideFX it says there's a GUI watermark in the Indie license, but I'm not sure what their referring to, probably because I use Blender to render most of my stuff. And Houdini FX has more Karma tokens. I wonder what the karma tokens are for though ...
Hai nice tutorial I tried bending a rod it works but is there anyway to stop the dynamics at certain frame and i want to animate the deformed mesh in maya is there a way to export deformed mesh(not alembic or animation just deformed mesh)? Thanks
Inside the dops (double click the rbd bullet solver SOPs node) and add a geometry wrangle, there you can change the @active attribute, this will update the status of the blast pieces, however in an inactive state, @active = 0; ← this means inactive state, the blast will not move at all! So use this wisely. Inside the geometry wrangle, you can do soemthing simple like: if ( @Frame > 20 ) { @active = 0; } Something like this should make the pieces freeze on the POINTS attribute. Inside the DOPs network, you can view the active attribute in the spreadsheet by expanding the rbd_object → Geometry, you should see the active attribute there. Exporting to Maya: I don't use Maya, but alembic is your best bet to get stuff exported out of Houdini and into other 3D applications because alembic has existed for awhile. But if you wanted a more optimized way of exporting the animation, you'll need something like rigging. Although, I've never tried it myself, I think it is possible if you rigged the blast pieces with a single bone and just update the animation, like exporting character animation stuff. But this would be very complicated to get right I think, because Alembic does a brute force exporting each frame and each geometry point, which explains the huge file size. So you're getting repeated data over and over for each frame. For animation, you only export the geometry data once and update the position and orientation, however I don't think this can be achieved with FBX at the moment, unless you have some sort of rigging going on. We'll need something special between Houdini / Maya to export RBD sim more efficiently. Hope this helps!
@@bubblepins hii, thanks I'll try what you said, but what I asked about MAYA, I'll ask with new example from your tutorial, imagine you want to use the metal(from your tutorial) in multiple places after broken(deforming, just the broken mesh) that what I want to know
@@lingaboopathi1140 If you want to export a single frame out of Houdini, I think fbx will do the job. You just need to select single frame from the drop down of the fbx rop node instead of frame range. That should export a single frame of the deformed mesh from any frame of your choosing. I hope I'm not mistaken.
Hii thanks a lot, I tried deactivating also it also works fine, thank you very much and you have any idea on teaching codings for houdini? or if you have done already please tell how to access that, Thanks again a lot.
I'm back to these videos after a while cause I did a very similar project and now I need to export that with the RBD to FBX output node. My problem is: if I put a Null after the rbddeformpieces and export that, the export fails (it actually succeed but the fbx is empty). So I tried to pack the geometry after the simulation, in that case I see the mesh when exporting it but there's no animation, putting the assemble node before the simulation actually breaks everything cause I only see the constraints moving but not the mesh itself. Hope you can help, thanks in advance!
There's a few things you need to know about exporting RBD, if you're using the rbddeformpieces node, chances are that the geometry is packed data and you'll need to unpack it before the rop node. And rop fbx animation only seems to work for rigged characters or stuff with bones and rigs and then you can use the fbx rop to export the animated rigged character. However for RBD sims, in my experience, the only way to get the animation out into a 3rd party application like Blender, is via Alembic rop. Hope that helps! This question has came up a few times, I should make a video on this. I'm going to add it to the list.
Hi, I tried the cluster and found good results, Thanks for the reply, but now I have a new doubt, I tried the tutorial with a test geometry it works, but I have to do with another geometry(which is modelled in MAYA and animated and exported as alembic), in that when I try this, its not working(even concrete fracture works only if I give no more than 10 scatter points if that exceeds its not working). And I did like to mention that I give input as shape node(went to bottom of the imported nodes and did that) of the alembic file. Can you help? Thanks,
Hii I think I found what the problem is, the geometry that I want to tear is a hollow object which has 0.07m thickness around 10meters wide, which it takes more RAM to process(to find scatter points) which I don't have. If this can be solved some other way please give suggestions Thanks again,
@@tamilarasu736 Can you describe the problem a bit more, like what happens exactly when it fails? Does Houdini crash? Because that would be a high probability of running out of RAM. If you're trying to unhollow an object, you can try grabbing all the point normals that are pointing outwards and put them in a group. Then you can blast the primitives with point normals that are pointing inwards. That should give you a watertight object that is not hollow. But even if the object was hollow, you still should be able to fracture it, it'll just fracture the shell. The next thing is, are you using packed primitives, this will save you some ram, but you probably are already. I just thought I'd mention it just in case. The last thing is, maybe try the scene on another geometry to test things out, a more simplier geometry that you know for sure is not hollow. And see how many pieces you can fracture it until it fails. This is just a debugging step to analyze the scene and gather more info. Hope this all helps!
You are an amazing instructor.You make Houdini so easy.You should put your video links in the Houdini artists facebook group.Your amazing content can help so many artists especially those looking to dive all in into houdini.Thanks for your contribution.
Thanks so much for the generous comment! I actually tried opening facebook account just for this bubblepins channel, but I was really overwhelmed with all the mandatory personal data that they required me to fill in. I can't remember if I finished signing up or not. Are a lot of Houdini users on facebook? Maybe I'll give it another try...
@@bubblepins Yes.The Houdini artist facebook group has so many artists including the very experienced ones like saber jlassi,steven knipping,entagma among others.A very interactive community.And you are most welcome.
Would you believe me if I said yes? But no I'm not, although that would be awesome, imagine the possibilities if I knew what I know today at the age of 16!
@@bubblepins If you said yes, I would believe you! But you sound very young, so well done on having a great understanding of Houdini at a young age. I didn't switch to Houdini until I had 25 years of CG in other software behind me, so it's been somewhat tricky at times to break old habits. Anyway, keep up the super helpful tutorials, as they are beneficial even to veterans :)
@@thehandleiwantedwasntavailable I know the feeling! I felt the same when I first discovered Houdini, it was like, "where have you been all my life!" I started out as a coder and wanted a more exciting life, but I didn't want to waste my coding skills, so Houdini was the perfect transition for me.
Your tutorials are better then most paid ones. Thank you doing them.
Thank you for the generous comment!
so true :)
@@MyEmre1998 Thank you for the kind comments!
Really love how you explain everything in details. Keep going please!
Thanks!!
thank you for being such a great tutor. Your style of teaching is very good and i love how you explain things that almost anyone can understand.
Thanks for watching!
These videos are great, thanks so much! I'm just trying to get into houdini and having something useful to tinker with in an hour is such a great way to learn.
Thanks for the comment!
Hi I was searching this kind of tutorial (simple and understandable) and in 2nd part u said cluster attribute in rbddeformpieces (at 19:45) can you explain that or if you have already explained can I get that link?
In the 2nd video (Part 2 continuation of this video) for the rbddeformpieces, I do mention the cluster attribute, but I never demonstrated it. When you drop down the cluster node, it will automatically group points near by each other into cluster groups and give each group an attribute name "cluster" with a unique integer value for each group. For example, you can drop down a sphere then scatter to points, so you get a bunch of random points, then drop down a cluster node. Take a look at the spreadsheet and notice an attribute named "cluster" with unique integers assigned to the values. If you drop down a color node, set it to points and set the "color Type" to "ramp from attribute". Then make the range higher, like 0 to 5 or something, and then put random colors. You'll notice that your points not have different groups of colors. And this is what the cluster attribute can help with. As for rbddeformpieces, sometimes you want to keep some pieces together, like cluster them together, that's where you would feed in the cluster attritubute into the rbddeformpieces. Then it would swap out clusters of the pieces according to the group the its it. Sort of like, that would be the new id of the pieces, except it's in groups.
Hope that helps!
@@bubblepins Hii, thanks for your reply, now I'm going to try and get back to you
Your explanation is very clear and to the point thanks for that! But one tip for you - you need to decrease the compression on your voice it produces annoying vines so that its hard to not get distracted from that(i know its 4 years old but i thought i say it tho 😂)
Thanks for the tip! I had this really cheap mic before, it didn't filter any noises for me and I had to shout on top of my lungs to get my voice recorded on it, but I've since upgraded to a fancier mic, hopefully this issues doesn't happen anymore, but u be the judge of that! Thanks for the comment again!
@@bubblepins yeah i guessed that 😅 it was no offense pls note that! I really enjoy your tutorials ☺️
@@3rdDim3nsn3D None taken! I appreciate the feedback actually. Thanks for watching!
Hello again! What is the practical difference between the Destruction glue constraints of previous videos and the RBD of this set of videos? Is RBD like a more advance/precise way of generating effects on rigid bodies such as destruction?
Thanks for all your work
The RBD Tools shown in this video is a new feature since Houdini 17. I think SideFX is trying to shift more of their content to the SOP level, because it seems more intuitive and it'll be easier for someone new to Houdini to understand. The dopnet approach to RBD simulations shown in the Destruction glue constraint video requires that you extract the sim data with a dop i/o node to complete the process.
And also the RBD Tools are still quite new so it doesn't have all the capabilities compared to the dopnet RBD nodes. For example, the RBD Tools as of Houdini 18 only support Bullet Solver for now, I think it'll expand for later versions.
Hope that helps!
Rbd material fracture is so slow. Can you make it step by step with dop? 🙂
In my more recent videos, I demonstrate how you can use the voronoi fracture combined with the RBD Material Fracture:
ua-cam.com/video/3tFQ9WeyabY/v-deo.html
Maybe this is what you're looking for?
Would there be a way of importing this to UE so yiure able to have bullet impacts in a metal sheet with this effect
Unfortunately not exactly. I did see a tutorial online that was done by someone else, I don't remember the link right on top of my head, but that person had a really neat trick. They would use voronoi fracture to cut the object into pieces and export the pieces into UE and then in UE, mark each blast piece with collision complex in UE. Then you can knock it over in UE.
But as of the current moment, you can't exactly transfer the whole RBD system from Houdini to UE, because UE has its own destruction system called Chao.
Hope that helps!
when i visualize the active in rbd configure i see no green and everything seems inactive when running the sim
Try dropping down a RBD Configure node and manually set all the pieces to active, just for debugging to see if there's any issues with the setup. If this node does turn everything green, then it means there's a node before this one that is making everything inactive by accident. To the least it'll give you a small clue. Hope that helps!
@@bubblepins thanks helped alot got it done
@@bubblepins also do you know how to make a 3d model i brought from blender procedural to make different variations of the house model
@@YungInnFilmz Are you importing the house from blender to Houdini? You can try adding some procedural noise to the house inside houdini, but I'm not sure if that's what you're looking for. Are you trying to create a procedural house using houdini and exporting it back to blender? Are you trying to create a HDA asset in houdini to be used in Blender? I have seen this done too, but it requires a special build of blender and very specific versions of both software, I never tried it myself, but I've only seen it in a video.
Question: Will Houdini Indie have all of the mentioned in this video? I mean what I miss if I get Houdini Indi instead of Houdini Artist
I'm using Houdini Indie license! I used the Indie license to create these videos. I haven't heard of the Artist license yet, but I'll check it out.
@@bubblepins so houdini indie covers all of that rigud body stuff right? Does it include water and pyro fx?
@@nodecrasher4991 I don't think there's any difference between the Houdini FX and Houdini Indie license, but I've never used Houdini FX. I only have an Indie license. On the product compare chart on SideFX it says there's a GUI watermark in the Indie license, but I'm not sure what their referring to, probably because I use Blender to render most of my stuff. And Houdini FX has more Karma tokens. I wonder what the karma tokens are for though ...
@@bubblepins I see thank you. Will go with houdini indie
Hai nice tutorial I tried bending a rod it works but is there anyway to stop the dynamics at certain frame and i want to animate the deformed mesh in maya is there a way to export deformed mesh(not alembic or animation just deformed mesh)?
Thanks
Inside the dops (double click the rbd bullet solver SOPs node) and add a geometry wrangle, there you can change the @active attribute, this will update the status of the blast pieces, however in an inactive state, @active = 0; ← this means inactive state, the blast will not move at all! So use this wisely. Inside the geometry wrangle, you can do soemthing simple like:
if ( @Frame > 20 ) {
@active = 0;
}
Something like this should make the pieces freeze on the POINTS attribute.
Inside the DOPs network, you can view the active attribute in the spreadsheet by expanding the rbd_object → Geometry, you should see the active attribute there.
Exporting to Maya:
I don't use Maya, but alembic is your best bet to get stuff exported out of Houdini and into other 3D applications because alembic has existed for awhile. But if you wanted a more optimized way of exporting the animation, you'll need something like rigging. Although, I've never tried it myself, I think it is possible if you rigged the blast pieces with a single bone and just update the animation, like exporting character animation stuff. But this would be very complicated to get right I think, because Alembic does a brute force exporting each frame and each geometry point, which explains the huge file size. So you're getting repeated data over and over for each frame. For animation, you only export the geometry data once and update the position and orientation, however I don't think this can be achieved with FBX at the moment, unless you have some sort of rigging going on. We'll need something special between Houdini / Maya to export RBD sim more efficiently.
Hope this helps!
@@bubblepins hii, thanks I'll try what you said, but what I asked about MAYA, I'll ask with new example from your tutorial, imagine you want to use the metal(from your tutorial) in multiple places after broken(deforming, just the broken mesh) that what I want to know
@@lingaboopathi1140 If you want to export a single frame out of Houdini, I think fbx will do the job. You just need to select single frame from the drop down of the fbx rop node instead of frame range. That should export a single frame of the deformed mesh from any frame of your choosing. I hope I'm not mistaken.
@@bubblepins hii exporting works fine and I'll try stopping the solver and get back to you thank you very much for the tip
Hii thanks a lot, I tried deactivating also it also works fine, thank you very much and you have any idea on teaching codings for houdini? or if you have done already please tell how to access that,
Thanks again a lot.
Very detail tutorial, thanks for doing grt tutorial. Sometimes feels like way to much detail..lol
Yeah I sometimes go on it a bit long. I'm working on that. Thanks for watching!
Thanatos you, great tutorial.
Thanks for watching!
I'm back to these videos after a while cause I did a very similar project and now I need to export that with the RBD to FBX output node.
My problem is: if I put a Null after the rbddeformpieces and export that, the export fails (it actually succeed but the fbx is empty). So I tried to pack the geometry after the simulation, in that case I see the mesh when exporting it but there's no animation, putting the assemble node before the simulation actually breaks everything cause I only see the constraints moving but not the mesh itself.
Hope you can help, thanks in advance!
There's a few things you need to know about exporting RBD, if you're using the rbddeformpieces node, chances are that the geometry is packed data and you'll need to unpack it before the rop node. And rop fbx animation only seems to work for rigged characters or stuff with bones and rigs and then you can use the fbx rop to export the animated rigged character. However for RBD sims, in my experience, the only way to get the animation out into a 3rd party application like Blender, is via Alembic rop.
Hope that helps! This question has came up a few times, I should make a video on this. I'm going to add it to the list.
@@bubblepins ty so much for the reply! That helped a lot
Hi, I tried the cluster and found good results, Thanks for the reply, but now I have a new doubt, I tried the tutorial with a test geometry it works, but I have to do with another geometry(which is modelled in MAYA and animated and exported as alembic), in that when I try this, its not working(even concrete fracture works only if I give no more than 10 scatter points if that exceeds its not working). And I did like to mention that I give input as shape node(went to bottom of the imported nodes and did that) of the alembic file. Can you help?
Thanks,
Hii I think I found what the problem is, the geometry that I want to tear is a hollow object which has 0.07m thickness around 10meters wide, which it takes more RAM to process(to find scatter points) which I don't have. If this can be solved some other way please give suggestions
Thanks again,
@@tamilarasu736 Can you describe the problem a bit more, like what happens exactly when it fails? Does Houdini crash? Because that would be a high probability of running out of RAM. If you're trying to unhollow an object, you can try grabbing all the point normals that are pointing outwards and put them in a group. Then you can blast the primitives with point normals that are pointing inwards. That should give you a watertight object that is not hollow. But even if the object was hollow, you still should be able to fracture it, it'll just fracture the shell.
The next thing is, are you using packed primitives, this will save you some ram, but you probably are already. I just thought I'd mention it just in case.
The last thing is, maybe try the scene on another geometry to test things out, a more simplier geometry that you know for sure is not hollow. And see how many pieces you can fracture it until it fails. This is just a debugging step to analyze the scene and gather more info.
Hope this all helps!
@@bubblepins Hii, thanks for the reply,
Yes, houdini crashes while calculating, and I'll try the option you said
and thanks again
after half life with Maya , i start to move to houdini firstly for just dynamic stuff........and this is kind of learn houdini + ASMR
thanks so much for your video.
Thank You very much!
Thank you so much
Thanks for watching!
Thanks you!
You are an amazing instructor.You make Houdini so easy.You should put your video links in the Houdini artists facebook group.Your amazing content can help so many artists especially those looking to dive all in into houdini.Thanks for your contribution.
Thanks so much for the generous comment!
I actually tried opening facebook account just for this bubblepins channel, but I was really overwhelmed with all the mandatory personal data that they required me to fill in. I can't remember if I finished signing up or not. Are a lot of Houdini users on facebook? Maybe I'll give it another try...
@@bubblepins Yes.The Houdini artist facebook group has so many artists including the very experienced ones like saber jlassi,steven knipping,entagma among others.A very interactive community.And you are most welcome.
@@affectreflect You got me sold!
О вы русская? Или нет? Просто я увидел букву русскую когда вы переименовывали нуль объект
Sorry I'm not, rename the zero?
This was a great tutorial; it feels kinda intimate. But seriously, are you 16? You sound far too young to be a Houdini master :)
Would you believe me if I said yes? But no I'm not, although that would be awesome, imagine the possibilities if I knew what I know today at the age of 16!
@@bubblepins If you said yes, I would believe you! But you sound very young, so well done on having a great understanding of Houdini at a young age. I didn't switch to Houdini until I had 25 years of CG in other software behind me, so it's been somewhat tricky at times to break old habits. Anyway, keep up the super helpful tutorials, as they are beneficial even to veterans :)
@@thehandleiwantedwasntavailable I know the feeling! I felt the same when I first discovered Houdini, it was like, "where have you been all my life!" I started out as a coder and wanted a more exciting life, but I didn't want to waste my coding skills, so Houdini was the perfect transition for me.