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.
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@edschiffer7 жыл бұрын
THANKS! That's exactly what I was looking for.
@quentinrossetto1899 Жыл бұрын
5 years later and this video still helps me a lot, thanks !
@quentinrossetto1899 Жыл бұрын
Still the simplest and most usefull ressource on multisolver as well, congrats !
@AnsonSavage3 ай бұрын
I keep coming back to this video, so good!
@abstractwaves61665 жыл бұрын
very good tutorial, short and straight to the point
@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 !
@aeko4 жыл бұрын
AMAZING video! Thanks so much for the super quick explanation. Simple and perfect! New subscriber. Please make more about DOPs like this!
@TheKitneys7 жыл бұрын
Great stuff. Thanks for sharing your insight.
@ParticleSkull7 жыл бұрын
Cool stuff! Thank you
@Dominic-du4ow3 жыл бұрын
Simple and powerful. Thanks for sharing.
@mohanpugaz7 жыл бұрын
Oh Man Very very useful tricks!. Thanks a lot!
@rickedeckard20066 жыл бұрын
Many thanks for you time. Excellent tip.
@Sobieski5263 жыл бұрын
So simple! Thank you
@muhammetmertturan5 ай бұрын
I LOVE YOU, thanksss. U R Amazinggg
@PhilippPavlov6 жыл бұрын
Oh, so thats how it could be done... Thanks, very useful!
@rahulbisht3966 жыл бұрын
you always surprise me sir
@riccardobrunello22485 жыл бұрын
really cool!!
@saadomar11016 жыл бұрын
i gotta thank you man !
@traceurAlex4 жыл бұрын
super cool!
@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.
@massimobaita71783 жыл бұрын
Thank You very much!
@rileyman3603 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.
@ahahlex7 жыл бұрын
thanks !
@tomjerry845 жыл бұрын
I wanna give this a hundred Like
@ChrisGray3d4 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.
@ShortSweet3D4 жыл бұрын
Hmmm, odd. I opened up my old project file and it seems like it still work in 17.5 for me
@HangYuriYangFX5 жыл бұрын
I actually have a question... How to make pop interactive with simulated RBDs?
@mrmaxim777267 жыл бұрын
Це дивовижно! Дякую!
@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?
@angosalvo57343 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 ?
@098765432qwertyuiop3 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
@angosalvo57343 жыл бұрын
@@098765432qwertyuiop Thanks. Will check it out I've got I work around though for what I was doing
@sketchydreams5097 Жыл бұрын
Hi! I tryed on Houdini 18.5, 19.0 and 19.5, on 19.5 the box colision meshes apears far from the geometry, in the other versions works fine, anyone faced that, knows how to fix? or if it`s a bug ?
@archiltsutskiridze9605 Жыл бұрын
Hello man. How to you fix this bug?
@sketchydreams5097 Жыл бұрын
@@archiltsutskiridze9605 I only could use in the 18.5 and 19.0, I don't know what happened on 19.5
@archiltsutskiridze9605 Жыл бұрын
@@sketchydreams5097 Thank you Man! 👍😎
@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.
@DommageCollateral11 ай бұрын
hello!
@christianbohm6118 Жыл бұрын
This is completely unnecessary. The POP Curve Force works with packed RBD directly.
@BaconBlocks Жыл бұрын
not completely, in this setup you're able to continuously emit rbd objects
@christianbohm6118 Жыл бұрын
@@BaconBlocks You can continuously emit RBD objects. Not very hard.