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.
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
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?
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 :-)
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?
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?
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
@@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 :)
We have 1 dislike from Autodesk lol.
No doupth ! One of the best destruction tutorial on youtube so far ! Logic well explained !
This channel deserves a million subs
No words to describe how grateful I am for these videos.
Thanks you so much, you are my houdini hero. 🤩
You sir...are outstanding! Thank you so much for this.
Hi Simon,firstly awesome tutorial. QUESTION: how do we replicate this in Unreal now that Apex has been deprecated? Thanks in advance
great video!
Nice and pretty, very good
Great tutorial!
Can the fractures be calculated at runtime such that the fracture pattern is not the same every time the game is played
awesome man, you rock!
Out of interest is there a way to import houdini constraints like glue directly into ue5?
Awesome man
Dose this kind of destruction work the same in unity or unreal only?
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
need help another way to use this inUe5
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.
houdini hero
Hello Simon,
Why do you untick "Export in ASCII Format" in the rop_fbx node?
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
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?
Can I export 100k packed object please help me
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?
Great video Simon
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 :-)
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?
I have a question can we add more depth parameters? There is only two 0 and 1. If we can add more how? Thx. :))
Thank you for making these videos! Fantastic !
Simon, have you ever tried to do destruction with Unreal 5 Nanite?
Hey, thanks for the tutorial. Which version of Unreal you are using here?
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?
Great job. Have you tried Chaos?
Can't wait to run through this! Brilliant!
Super well articulated. Thank you for walking through this process!
Nicely explained. Thanks alot
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..
Houdini GOD!!!
Awesome stuff!
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 :)