A cool thing that you can do in Houdini is to stack solvers with the help of a multi-solver. In this tutorial I'm showing a simple example of this by using a pop solver together with a bullet solver.
Пікірлер
@quentinrossetto18992 жыл бұрын
5 years later and this video still helps me a lot, thanks !
@quentinrossetto18992 жыл бұрын
Still the simplest and most usefull ressource on multisolver as well, congrats !
@aminebenafla6 жыл бұрын
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 !
@aeko5 жыл бұрын
AMAZING video! Thanks so much for the super quick explanation. Simple and perfect! New subscriber. Please make more about DOPs like this!
@edschiffer7 жыл бұрын
THANKS! That's exactly what I was looking for.
@AnsonSavage11 ай бұрын
I keep coming back to this video, so good!
@ParticleSkull7 жыл бұрын
Cool stuff! Thank you
@abstractwaves61666 жыл бұрын
very good tutorial, short and straight to the point
@Dominic-du4ow4 жыл бұрын
Simple and powerful. Thanks for sharing.
@mohanpugaz7 жыл бұрын
Oh Man Very very useful tricks!. Thanks a lot!
@TheKitneys7 жыл бұрын
Great stuff. Thanks for sharing your insight.
@Sobieski5264 жыл бұрын
So simple! Thank you
@rahulbisht3967 жыл бұрын
you always surprise me sir
@PhilippPavlov6 жыл бұрын
Oh, so thats how it could be done... Thanks, very useful!
@muhammetmertturan Жыл бұрын
I LOVE YOU, thanksss. U R Amazinggg
@traceurAlex4 жыл бұрын
super cool!
@rickedeckard20066 жыл бұрын
Many thanks for you time. Excellent tip.
@massimobaita71784 жыл бұрын
Thank You very much!
@rileyman3604 жыл бұрын
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.
@tomjerry846 жыл бұрын
I wanna give this a hundred Like
@ChrisGray3d5 жыл бұрын
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.
@ShortSweet3D5 жыл бұрын
Hmmm, odd. I opened up my old project file and it seems like it still work in 17.5 for me
@riccardobrunello22486 жыл бұрын
really cool!!
@ahahlex7 жыл бұрын
thanks !
@saadomar11017 жыл бұрын
i gotta thank you man !
@Koba_K245 жыл бұрын
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.
@dannyanalogue4 жыл бұрын
I have the exact same problem. Did you ever solve it?
@anthonymcgrath7 жыл бұрын
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?
@ShortSweet3D7 жыл бұрын
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.
@mrmaxim777267 жыл бұрын
Це дивовижно! Дякую!
@angosalvo57344 жыл бұрын
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 ?
@098765432qwertyuiop4 жыл бұрын
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) kzbin.info/www/bejne/oYvYoIOvgcidbJY 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
@angosalvo57344 жыл бұрын
@@098765432qwertyuiop Thanks. Will check it out I've got I work around though for what I was doing
@HangYuriYangFX6 жыл бұрын
I actually have a question... How to make pop interactive with simulated RBDs?
@ichtreffnixtv86054 жыл бұрын
Is there a way to scale the instances inside the dopnet? I'd like to decrease the scale over time based on @nage.
@ShortSweet3D4 жыл бұрын
yes, set the packed transform with setpackedtransform() (or setprimintrinsic if you are on an really old version of Houdini)
@ichtreffnixtv86054 жыл бұрын
@@ShortSweet3D Thx for your reply, should I use a pointwrangle ? And where exatcly should I place it?
@ShortSweet3D4 жыл бұрын
@@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
@ichtreffnixtv86054 жыл бұрын
@@ShortSweet3D Alright. Thanks for the answers ! :)
@ichtreffnixtv86054 жыл бұрын
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)
@mathef7 жыл бұрын
Very cool tutorial! Thank you :) Can anybody help me with randomizing particle scales please?
@ShortSweet3D7 жыл бұрын
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 Жыл бұрын
hello!
@christianbohm61182 жыл бұрын
This is completely unnecessary. The POP Curve Force works with packed RBD directly.
@BaconBlocks2 жыл бұрын
not completely, in this setup you're able to continuously emit rbd objects
@christianbohm61182 жыл бұрын
@@BaconBlocks You can continuously emit RBD objects. Not very hard.