Combining Solvers With a Multi-Solver in Houdini

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  • Опубліковано 24 січ 2025

КОМЕНТАРІ • 46

  • @quentinrossetto1899
    @quentinrossetto1899 2 роки тому +1

    5 years later and this video still helps me a lot, thanks !

    • @quentinrossetto1899
      @quentinrossetto1899 2 роки тому

      Still the simplest and most usefull ressource on multisolver as well, congrats !

  • @aminebenafla
    @aminebenafla 6 років тому +6

    simple and sweet ! i like that sometimes we can get soo lost inside Houdini about how we was build ( complexity ); but to get the job done can be more easier than we thought i dont mean i dont love the level of access to the data with it thats why i
    I threw my 8 years in 3ds max but i use to watch alot of tutorials ! that one its pretty sharp about specific question beside the fact to get the background ! you do a great job dude thanks !

  • @aeko
    @aeko 5 років тому +4

    AMAZING video! Thanks so much for the super quick explanation. Simple and perfect! New subscriber. Please make more about DOPs like this!

  • @AnsonSavage
    @AnsonSavage 10 місяців тому

    I keep coming back to this video, so good!

  • @edschiffer
    @edschiffer 7 років тому +8

    THANKS! That's exactly what I was looking for.

  • @Dominic-du4ow
    @Dominic-du4ow 4 роки тому

    Simple and powerful. Thanks for sharing.

  • @ParticleSkull
    @ParticleSkull 7 років тому +7

    Cool stuff! Thank you

  • @mohanpugaz
    @mohanpugaz 7 років тому +1

    Oh Man Very very useful tricks!. Thanks a lot!

  • @abstractwaves6166
    @abstractwaves6166 6 років тому

    very good tutorial, short and straight to the point

  • @TheKitneys
    @TheKitneys 7 років тому +1

    Great stuff. Thanks for sharing your insight.

  • @Sobieski526
    @Sobieski526 4 роки тому

    So simple! Thank you

  • @muhammetmertturan
    @muhammetmertturan Рік тому

    I LOVE YOU, thanksss. U R Amazinggg

  • @rahulbisht396
    @rahulbisht396 7 років тому +1

    you always surprise me sir

  • @massimobaita7178
    @massimobaita7178 4 роки тому

    Thank You very much!

  • @traceurAlex
    @traceurAlex 4 роки тому

    super cool!

  • @rileyman360
    @rileyman360 4 роки тому +2

    quick question, after adding the bullet rdb solver into the multisolver, and making sure they're in the correct order shown here, I found that the objects don't follow the curve force I had drawn, however when I remove it, they follower the curve force exactly as I want them to. Any idea on what might be happening? The tutorial you've made is otherwise perfect and greatly appreciated.

  • @rickedeckard2006
    @rickedeckard2006 6 років тому

    Many thanks for you time. Excellent tip.

  • @ChrisGray3d
    @ChrisGray3d 5 років тому

    Very cool. Doing this in 17.5, the packed primitive 0 that comes out of the dopnet doesn't seem to be affected by the pop curve force. It just floats off. I'm deleting it with a blast, but I wouldn't mind understanding why this first cube is different. It's even created when I turn the particle generation off.

    • @ShortSweet3D
      @ShortSweet3D  5 років тому

      Hmmm, odd. I opened up my old project file and it seems like it still work in 17.5 for me

  • @anthonymcgrath
    @anthonymcgrath 7 років тому +1

    loving these short tuts for you thanks :) any chance you could do one for destruction? I know there's a few on yt but maybe a 3 vid series.. propagate cracks.. controlling simulated pieces to a final rest position.. stuff like that?

    • @ShortSweet3D
      @ShortSweet3D  7 років тому +1

      Happy you like them! :) Sure, that's not a bad idea. I have a few others tuts I need to finish up first, but then I'll have go at it.

  • @PhilippPavlov
    @PhilippPavlov 6 років тому

    Oh, so thats how it could be done... Thanks, very useful!

  • @riccardobrunello2248
    @riccardobrunello2248 6 років тому

    really cool!!

  • @saadomar1101
    @saadomar1101 7 років тому

    i gotta thank you man !

  • @HangYuriYangFX
    @HangYuriYangFX 6 років тому +1

    I actually have a question... How to make pop interactive with simulated RBDs?

  • @ahahlex
    @ahahlex 7 років тому +1

    thanks !

  • @ichtreffnixtv8605
    @ichtreffnixtv8605 4 роки тому

    Is there a way to scale the instances inside the dopnet? I'd like to decrease the scale over time based on @nage.

    • @ShortSweet3D
      @ShortSweet3D  4 роки тому

      yes, set the packed transform with setpackedtransform() (or setprimintrinsic if you are on an really old version of Houdini)

    • @ichtreffnixtv8605
      @ichtreffnixtv8605 4 роки тому

      @@ShortSweet3D Thx for your reply, should I use a pointwrangle ? And where exatcly should I place it?

    • @ShortSweet3D
      @ShortSweet3D  4 роки тому

      @@ichtreffnixtv8605 depends, I usually put it in a SOP solver and an attribute wrangle. I think Entagma might have done a tutorial about this a few years back that you prob still can find online

    • @ichtreffnixtv8605
      @ichtreffnixtv8605 4 роки тому

      @@ShortSweet3D Alright. Thanks for the answers ! :)

    • @ichtreffnixtv8605
      @ichtreffnixtv8605 4 роки тому

      Ok, I've managed to change the scale of the instances, even over time , however I can't control it. I actually have some sort of nage, which would let me map the scale with chramp(), but the problem is that there are always new instances being generated, and I permanently want to get the packed transform of the creation frame.
      This would be easy if all the packed instances were created at one frame, then I could just branch of with a timeshift and set it to creationframe, then wire it in my dop and read the packed transform, which would always be the initial packed transform. Then I could multiply that with my chramp() and I would get a clean control of my scale in the sim. I'm not sure if this is possible.
      Long story short; is there a way to store the value of the packed transform on its creationframe in an attribute?
      So something like this:
      matrix3 trn = primintrinsic(...).valueAtTime(@creationtime)

  • @Koba_K24
    @Koba_K24 5 років тому +2

    This is wonderful but they're still intersecting because the geometry isn't following the rotation of the bullet solver's geometry representation. I haven't found a way to solve this yet and this is happening also in this video if you look closely... they're only partially avoiding each others.

    • @dannyanalogue
      @dannyanalogue 4 роки тому

      I have the exact same problem. Did you ever solve it?

  • @tomjerry84
    @tomjerry84 6 років тому +2

    I wanna give this a hundred Like

  • @angosalvo5734
    @angosalvo5734 4 роки тому

    I hope it's not too late to thank you for this :)
    If you're still around. Is there a way to modify the scale of objects along the curve based on their age ?

    • @098765432qwertyuiop
      @098765432qwertyuiop 4 роки тому +1

      Entagma did a video on this some time ago, basically you need to trick the solver into thinking it's new objects @every frame (also this crashes a lot so beware) ua-cam.com/video/kZuoPyLcj64/v-deo.html
      And i;m not really sure of the usefulness of the popsource in OP's videos as you could just as well create a packedobject on everyframe and applying the popforce in the 3rd input of the Rigid Body Solver

    • @angosalvo5734
      @angosalvo5734 4 роки тому

      @@098765432qwertyuiop
      Thanks. Will check it out
      I've got I work around though for what I was doing

  • @mrmaxim77726
    @mrmaxim77726 7 років тому +1

    Це дивовижно! Дякую!

  • @mathef
    @mathef 7 років тому +1

    Very cool tutorial! Thank you :) Can anybody help me with randomizing particle scales please?

    • @ShortSweet3D
      @ShortSweet3D  7 років тому +1

      Just put a wrangle right after the scatter node and type: "f@pscale=fit01(rand(@Frame),0.5,1);" The last two values are the scale range.

  • @DommageCollateral
    @DommageCollateral Рік тому

    hello!

  • @christianbohm6118
    @christianbohm6118 2 роки тому

    This is completely unnecessary. The POP Curve Force works with packed RBD directly.

    • @BaconBlocks
      @BaconBlocks 2 роки тому

      not completely, in this setup you're able to continuously emit rbd objects

    • @christianbohm6118
      @christianbohm6118 2 роки тому

      @@BaconBlocks You can continuously emit RBD objects. Not very hard.