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Пікірлер: 43
@dindinrui5 ай бұрын
Brother, your tutorial is very helpful to people who are learning Houdini broken system.
@christiandags_official4 ай бұрын
one of the best houdini tutorial
@philippwelsing91086 ай бұрын
Great, thanks for this easy setup! Just for my understanding of things - I think you can avoid the for each loop to give the pieces their variant attrib. Just activate "Output ID Attribute" in the scatter node, call it "variant". Add a group SOP after the scatter, for points, and select that group in the Material Fracture node after "Input Points". Activate "Copy Cell Point Attributes", select "variant". Also set "Scatter Points" to zero and choose "Scale by Attribute" right next to it. Choose "variant". Done! It's important to set "Scatter Points" to zero, so this way, the Material Fracture always outputs the exact number of pieces you choose in the scatter node. Hope this is helpful.
@massimobaita71785 ай бұрын
Thank You very much, Johannes!
@cgsudo6 ай бұрын
I like what said about how to utilize rest for squeeze it down fracturing and then scaling it back to original , I will try it too.
@karimoh31547 күн бұрын
an other great tutorial, thanks
@archippusstolo70506 ай бұрын
thank you I learned a lot! lookin for more to come...
@brandoncyoung2 ай бұрын
Nice work
@donkastudio7146 ай бұрын
Great video
@Renix6 ай бұрын
man your voice is relaxing haha
@gioberianidze27564 ай бұрын
At first look, i thought tutorial was for c4d😄 keep it up
@thereselevin6 ай бұрын
Nice! 🎉
@dmitry_miller3 ай бұрын
Awesomeness! 💥💥💥 Btw what CPU is installed on your computer? All calculations for fracturing and simulations are damn fast.
@johannestiner3 ай бұрын
Thanks 😁 The CPU is Intel 13900k
@3rdDim3nsn3D6 ай бұрын
Super nice tut man! Could you do the part with only active around the curve pls?😅 That would be freaking awesome! Couldn't figure it out yet😅
@johannestiner6 ай бұрын
One easy way would be to just add a wrangler after your drawcurve points and set it to @actived = 1. Then use a attribute transfer after you have fractured and packed your ground. Then just transfer the active attribute from your curve points to your ground pieces. Just play with the Distance threshold in your attribute transfer node.
@3rdDim3nsn3D6 ай бұрын
@@johannestiner youre the best man thanks for the hint! 🙏
@lindblomdev6 ай бұрын
🔥
@MusicBaked5 ай бұрын
Any chance you share your theme and viewport configuration, the shadows and everything look so clean! Great video btw, glad I found you!
@johannestiner5 ай бұрын
I think it's default except for the viewport is gray instead of default blue, if it's not then it's just the labs color scheme. Should be in the top menu if you have labs installed
@MusicBaked5 ай бұрын
@@johannestiner thanks bud, I think I got a vibe that made Houdini even more enjoyable to look, great pointers! :)
@chamikamuthudevinda8942 ай бұрын
Hi, I try to the point replicate (Shape) Uniform Scale adjust but it's not working. why?
@tw1ce.2 ай бұрын
Hey man, great video! i'm haveing a hard time with the debri. I seem to be doing everything right, but when i put them in the dopnet. They only spawn, and not simulate.
@johannestiner2 ай бұрын
Join the Discord and post your file in the help section: discord.gg/4hGpBWDq4H
@AnabianArtsFX25 күн бұрын
u got any solution? facing the same issue.
@tw1ce.25 күн бұрын
@@AnabianArtsFX There was missing a i@active =1; on my debris
@AnabianArtsFX24 күн бұрын
@@tw1ce. ok mine are just flying here nd there dont know what i did wrong
@MrMRD0074 ай бұрын
Cool stuff. Just one thing. I don't know why the UV is sliding . Assign a quickshade and check. If any solution pls share .Thanks
@johannestiner4 ай бұрын
I can't remember if I added uv but anyhow, make sure uv are added before movement starts to happen, if you have procedural textures sliding you need to use a rest node after you done the uv
@MrMRD0074 ай бұрын
Thanks@@johannestiner
@whosmischaАй бұрын
Hey, thanks for the awesome tutorial🔥I'm having an issue tho that's driving me crazy.. both rbd sims (primary and secondary) work great and I can preview how they look, but once I try to cache the sim or render a flipbook anim, Houdini crashes and says '39196: Fatal error: Segmentation fault' , can't export as alembic either, still new to houdini so no idea how I can fix it :/ any help would be more than appreciated🙏
@johannestinerАй бұрын
Hey, you can join the Discord and post the hip file in the help channel so I could have a look
@karimoh31547 күн бұрын
I had Segmentation Errors as well a few month ago. The SideFX support was really helpfull and responded super quick. I fixed it by disabling the e-cores in my bios but a common fix is also to revert to an older Nvidia Driver since the newest ist stable with the current H20V. at least that what the spoort guy told me.
@wewantmoreparty4 ай бұрын
❤
@jaroooch71542 ай бұрын
hello mate I have question when im trying to put 2 nodes into transformpieces it doesnt working? Any suggestions
@jaroooch71542 ай бұрын
i Found a solution I didnt turn off create proxy geometry in dopnet groundplane
@nathanielprah10883 ай бұрын
Please I try it and my debris are duplicating and trailing. What could be the cause or what should I do?
@johannestiner3 ай бұрын
In debris source set the life to 1 frame
@nathanielprah10883 ай бұрын
Thank sir I'm grateful
@Gates2Aion3 ай бұрын
your screen is so massive it's hard to see what you're explaining sometimes what does the script say at 8:52?