Thank you so much for such an in depth mini series on how to implement destruction on a high level scale; words cannot convey how thankful I am for you to make this work as public knowledge as I have been searching for this EXACT style of solution for much longer than I am willing to admit 😅 Your work is hugely appreciated and again I just want to extend a thank you for taking time out of your day to make this for strangers on the internet, I am forever grateful for individuals such as yourself. Keep up the amazing work friend :-)
Hi! I thought that down scale it with a transform node was for appropriate import and use in Unreal Engine; then, why to upscale it back again before the fbx out node? Thank you for this wonderful tutorial.
ty so much for the tutorial. After I set the destruction_cleanup node, the main piece is also moving together with the smaller chunks, in a very weird way. Any clues of what that could be?
This is an awesome tutorial! Thank you very much! I do have a question. It seems like when I recreate it, and I "shoot" the mesh, the impact seems to happen on the back side of the mesh, rather than where the impact is, kinda like a bullet coming out but not in. Any ideas as to why this is happening?
Unreal crashes everytime I try to import the custom pieces, has anyone had a similar issue? I dont really know what might be happening, I tried removing small pieces just in case i had some that were tiny, I tested having only 3 or 4 pieces to test if i had to many, but all of the times it crashes
Hey all! First this a great tutorial but I cant my destroyable mesh to be destructable. I can see my chunks correctly from Houdini in Unreal. I did enabled physics and lowered my damage threshold as well as making sure my support depth is at 1 but nothing breaks. Anyone else have this issue and if so how did you solve it?
Could you tell maybe if you know. How can i set in houdini multiple support depth for ue4 apex dm? I want to make dm that has 3+ layers on it. I know that i can use physx lab. But i would like to use houdini for this
Hey Simon, This was amazing and I really appreciate the tutorial. I'm hoping you might be able to help me/ I'm trying to create a crumbling tree and I'm using the wood setting on rbd mat fracture. I want the tree to hold it's shape till it gets damaged, but also so that when it get's damaged it crumbles in a more realistic way. Currently upon taking damage the chunks fly out with a high velocity. I've read elsewhere that changing the mass on the instanced DM itself may help but that it's partially broken with Apex. Do you happen to know any solutions to this?
@@simonhoudini5074 i tried it in multiple ways but after importing to ue4 i still had only 1 mat id :/ . Btw great tutorial looking forward for more :) would like to see how you would make reinforced pillar with undesctructable inside. Only shell shattering like in the scene from the matrix
@@nolifearea8228 I don't know if you tried this, but I went to houdini applied different materials, when I clean the attributes make sure shop_materialpath, uv and uv2 are still there. Then when applying materials to the chunks first slot was unbroken depth 0 object, then second slot the rebars I put in and third slot broken depth 1 object base and fourth the inside faces of the concrete. Hope it helps :)
No words to describe how grateful I am for these videos.
Thanks you so much, you are my houdini hero. 🤩
No doupth ! One of the best destruction tutorial on youtube so far ! Logic well explained !
Thank you so much for such an in depth mini series on how to implement destruction on a high level scale; words cannot convey how thankful I am for you to make this work as public knowledge as I have been searching for this EXACT style of solution for much longer than I am willing to admit 😅
Your work is hugely appreciated and again I just want to extend a thank you for taking time out of your day to make this for strangers on the internet, I am forever grateful for individuals such as yourself. Keep up the amazing work friend :-)
This channel deserves a million subs
Thank you for making these videos! Fantastic !
Great video Simon
Super well articulated. Thank you for walking through this process!
Can't wait to run through this! Brilliant!
great video!
Out of interest is there a way to import houdini constraints like glue directly into ue5?
Hi Simon,firstly awesome tutorial. QUESTION: how do we replicate this in Unreal now that Apex has been deprecated? Thanks in advance
Can the fractures be calculated at runtime such that the fracture pattern is not the same every time the game is played
We have 1 dislike from Autodesk lol.
Dose this kind of destruction work the same in unity or unreal only?
Hello Simon,
Why do you untick "Export in ASCII Format" in the rop_fbx node?
Awesome stuff!
Great tutorial!
You sir...are outstanding! Thank you so much for this.
Great job. Have you tried Chaos?
need help another way to use this inUe5
Awesome man
awesome man, you rock!
Hi! I thought that down scale it with a transform node was for appropriate import and use in Unreal Engine; then, why to upscale it back again before the fbx out node? Thank you for this wonderful tutorial.
Can I do the same with Unreal Engine 5?
Can Chaos Destruction implement this method?
I wonder if Chaos also has features like FBX Chunks Import
Same here. I don't think I have found any options in Chaos for importing custom chunks
Can I export 100k packed object please help me
Simon, have you ever tried to do destruction with Unreal 5 Nanite?
ty so much for the tutorial.
After I set the destruction_cleanup node, the main piece is also moving together with the smaller chunks, in a very weird way. Any clues of what that could be?
Nice and pretty, very good
I have a question can we add more depth parameters? There is only two 0 and 1. If we can add more how? Thx. :))
Nicely explained. Thanks alot
This is an awesome tutorial! Thank you very much! I do have a question. It seems like when I recreate it, and I "shoot" the mesh, the impact seems to happen on the back side of the mesh, rather than where the impact is, kinda like a bullet coming out but not in. Any ideas as to why this is happening?
Hey, thanks for the tutorial. Which version of Unreal you are using here?
Unreal crashes everytime I try to import the custom pieces, has anyone had a similar issue?
I dont really know what might be happening, I tried removing small pieces just in case i had some that were tiny, I tested having only 3 or 4 pieces to test if i had to many,
but all of the times it crashes
Hey all! First this a great tutorial but I cant my destroyable mesh to be destructable. I can see my chunks correctly from Houdini in Unreal. I did enabled physics and lowered my damage threshold as well as making sure my support depth is at 1 but nothing breaks. Anyone else have this issue and if so how did you solve it?
Could you tell maybe if you know. How can i set in houdini multiple support depth for ue4 apex dm? I want to make dm that has 3+ layers on it. I know that i can use physx lab. But i would like to use houdini for this
Did you find a solution to this? I would love to know..
Hey Simon, This was amazing and I really appreciate the tutorial. I'm hoping you might be able to help me/
I'm trying to create a crumbling tree and I'm using the wood setting on rbd mat fracture. I want the tree to hold it's shape till it gets damaged, but also so that when it get's damaged it crumbles in a more realistic way. Currently upon taking damage the chunks fly out with a high velocity. I've read elsewhere that changing the mass on the instanced DM itself may help but that it's partially broken with Apex. Do you happen to know any solutions to this?
How can i create second texture set for inside debris ? To set different texture for it in ue4? Not overlapping with existing texture map?
You can assign different materials to set materials ID
Or if you want a second uv , rename the uv attribute to uv2
@@simonhoudini5074 i tried it in multiple ways but after importing to ue4 i still had only 1 mat id :/ .
Btw great tutorial looking forward for more :) would like to see how you would make reinforced pillar with undesctructable inside. Only shell shattering like in the scene from the matrix
@@nolifearea8228 I don't know if you tried this, but I went to houdini applied different materials, when I clean the attributes make sure shop_materialpath, uv and uv2 are still there. Then when applying materials to the chunks first slot was unbroken depth 0 object, then second slot the rebars I put in and third slot broken depth 1 object base and fourth the inside faces of the concrete.
Hope it helps :)
Houdini GOD!!!
houdini hero