Real-time destruction with Houdini and Unreal || Tutorial Part 02

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  • Опубліковано 2 жов 2024

КОМЕНТАРІ • 46

  • @LaikaBossGames
    @LaikaBossGames 3 роки тому +7

    We have 1 dislike from Autodesk lol.

  • @piksalocik
    @piksalocik 3 роки тому

    No doupth ! One of the best destruction tutorial on youtube so far ! Logic well explained !

  • @sams_3d_stuff
    @sams_3d_stuff 3 роки тому

    This channel deserves a million subs

  • @matiasadrianmahler322
    @matiasadrianmahler322 3 роки тому +13

    No words to describe how grateful I am for these videos.
    Thanks you so much, you are my houdini hero. 🤩

  • @wassim.halawani
    @wassim.halawani 3 роки тому

    You sir...are outstanding! Thank you so much for this.

  • @jamaalsineke2405
    @jamaalsineke2405 2 місяці тому

    Hi Simon,firstly awesome tutorial. QUESTION: how do we replicate this in Unreal now that Apex has been deprecated? Thanks in advance

  • @blenderzone5446
    @blenderzone5446 3 роки тому +2

    great video!

  • @FaddyVFX
    @FaddyVFX 3 роки тому

    Nice and pretty, very good

  • @mctomciu
    @mctomciu 3 роки тому

    Great tutorial!

  • @RiverDougne
    @RiverDougne 5 місяців тому

    Can the fractures be calculated at runtime such that the fracture pattern is not the same every time the game is played

  • @rattlesnake3d
    @rattlesnake3d 2 роки тому

    awesome man, you rock!

  • @Sirkillertoaster
    @Sirkillertoaster 4 місяці тому

    Out of interest is there a way to import houdini constraints like glue directly into ue5?

  • @divyanshfxartist
    @divyanshfxartist 3 роки тому

    Awesome man

  • @mokajess9361
    @mokajess9361 Рік тому

    Dose this kind of destruction work the same in unity or unreal only?

  • @vfxhyukchoi
    @vfxhyukchoi 2 роки тому

    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

    • @mayson_z5569
      @mayson_z5569 Рік тому

      Same here. I don't think I have found any options in Chaos for importing custom chunks

  • @shokihara605
    @shokihara605 Рік тому

    need help another way to use this inUe5

  •  3 роки тому

    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.

  • @carlosrivadulla8903
    @carlosrivadulla8903 3 роки тому +1

    houdini hero

  • @adventureswithhuy
    @adventureswithhuy 2 роки тому

    Hello Simon,
    Why do you untick "Export in ASCII Format" in the rop_fbx node?

  • @arnauaguilar8329
    @arnauaguilar8329 2 роки тому

    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

  • @FullMetalHeart_one
    @FullMetalHeart_one 3 роки тому

    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?

  • @invisible-o6v
    @invisible-o6v 3 місяці тому

    Can I export 100k packed object please help me

  • @twothirtyfours
    @twothirtyfours 2 роки тому

    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?

  • @ProjectRelease
    @ProjectRelease 3 роки тому +1

    Great video Simon

  • @ExistentialPineapple
    @ExistentialPineapple Рік тому

    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 :-)

  • @Digital_Guerrero
    @Digital_Guerrero 2 роки тому

    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?

  • @zeusexmachina3991
    @zeusexmachina3991 3 роки тому

    I have a question can we add more depth parameters? There is only two 0 and 1. If we can add more how? Thx. :))

  • @lemmonsinmyeyes
    @lemmonsinmyeyes Рік тому

    Thank you for making these videos! Fantastic !

  • @TheChromePoet
    @TheChromePoet 3 роки тому

    Simon, have you ever tried to do destruction with Unreal 5 Nanite?

  • @imorb
    @imorb 3 роки тому

    Hey, thanks for the tutorial. Which version of Unreal you are using here?

  • @retinaghost
    @retinaghost 3 роки тому

    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?

  • @eulersosa6840
    @eulersosa6840 3 роки тому

    Great job. Have you tried Chaos?

  • @blakeXYZ
    @blakeXYZ 3 роки тому

    Can't wait to run through this! Brilliant!

  • @artvfx1117
    @artvfx1117 3 роки тому

    Super well articulated. Thank you for walking through this process!

  • @ParagPonkshe
    @ParagPonkshe 3 роки тому

    Nicely explained. Thanks alot

  • @nolifearea8228
    @nolifearea8228 3 роки тому

    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

    • @mayson_z5569
      @mayson_z5569 Рік тому

      Did you find a solution to this? I would love to know..

  • @izocore3d506
    @izocore3d506 3 роки тому

    Houdini GOD!!!

  • @karbiamohamed4759
    @karbiamohamed4759 3 роки тому

    Awesome stuff!

  • @nolifearea8228
    @nolifearea8228 3 роки тому

    How can i create second texture set for inside debris ? To set different texture for it in ue4? Not overlapping with existing texture map?

    • @simonhoudini5074
      @simonhoudini5074  3 роки тому

      You can assign different materials to set materials ID
      Or if you want a second uv , rename the uv attribute to uv2

    • @nolifearea8228
      @nolifearea8228 3 роки тому

      @@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

    • @anexuuu
      @anexuuu 3 роки тому

      @@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 :)