Debri Particles from Destruction Simulation using Houdini's Shelf Tool (POPNET)

  Рет қаралды 13,520

bubblepins

bubblepins

Күн бұрын

Пікірлер: 38
@0x0abb
@0x0abb 2 жыл бұрын
I'd like to add that I love Bubble Pins style of showing tutorials...nice voice, in depth , nice light hearted graphics....very nice!
@bubblepins
@bubblepins 2 жыл бұрын
Thanks so much!
@beacreates4370
@beacreates4370 4 жыл бұрын
Thank you for actually going through what each of the nodes actually does! I learned a lot from this tutorial.
@bubblepins
@bubblepins 4 жыл бұрын
Thanks for watching!
@VFXDrake
@VFXDrake Жыл бұрын
Super useful, thank you!
@bubblepins
@bubblepins Жыл бұрын
Thanks!
@prathameshwaghamare4172
@prathameshwaghamare4172 2 жыл бұрын
thank you for the tutorial . this tutorials is not like other who building things from scatch adding nodes mannnully . new commers usully dont understand each node and what it effects in simulation . but with the shelf tool we understand what is going and why this node is there sorry for bad english
@bubblepins
@bubblepins 2 жыл бұрын
Thanks for watching! I'm happy my tutorial helps!
@AlondraYH
@AlondraYH 2 жыл бұрын
This was so useful! Thank you very much, this tutorial is great!
@bubblepins
@bubblepins 2 жыл бұрын
THanks for watching!
@jonyconde
@jonyconde Жыл бұрын
Amasing! Thnak you 😀
@bubblepins
@bubblepins Жыл бұрын
Thanks for watching!
@0x0abb
@0x0abb 2 жыл бұрын
In Houdini version 19, I had to turn off "remove unreleased" in the Debris Source, debrisource1 node, Post-Process setting; otherwise I would just get points from all the geo
@Pascha284
@Pascha284 2 жыл бұрын
Super helpful, thanks a bunch!
@jonyconde
@jonyconde Жыл бұрын
Nice one!
@0x0abb
@0x0abb 2 жыл бұрын
At time 16:00 the points are being generated before they geo fractures...?
@bubblepins
@bubblepins 2 жыл бұрын
THe Debri points are generated depending on the distance that you set in the debri source node. If you set a very small distance, that'll generate debri points very early. The distance value is the minimum distance that the fracture pieces need to be. At 16:00, my timeline is on frame 16, so the pieces are coming apart. Hope that all helps!
@Ihopeyoureokay
@Ihopeyoureokay 4 жыл бұрын
how did you add those purple dots in the node editor to organize things better? That looks super useful
@bubblepins
@bubblepins 4 жыл бұрын
Hold ALT and left click the lines you want to join together, then left click drag the dot to other lines that you want join together Hope that helps!
@goshados
@goshados 4 жыл бұрын
amazing! How to make a reward for tutorial? Patreon or what?
@bubblepins
@bubblepins 4 жыл бұрын
LOL I don't have a Patreon campaign setup yet. I am thinking about it. Thanks for the suggestion!
@G1NJO
@G1NJO 2 жыл бұрын
My points disappear After the 25 Frame all the time… any ideas to Fix?
@bubblepins
@bubblepins 2 жыл бұрын
In the debri source, double check if your are still feeding in particles into the dopnet of the debri_sim, because without emitter points from the debri source, it will do anything. It could be the debri source parameters are too restricted, like try increasing the "search radius". Or a simple way to check is put the render flag on the debri source node and playback the scene and see when the debri source particles stop showing up on the viewport. When it stops, that means the it stops feeding into the dopnet of the debri_sim and ripple effect goes down, you won't see anything happen. Also another thing to double check is the particle life span inside the dopnet of the debri_sim. Double check the particles life span and make sure each particles has enough life to actually show up on screen. Hope that helps!
@tilakrajM1
@tilakrajM1 4 жыл бұрын
Hello My debris are showing in mantra however when i convert it to smoke using shelf billowy smoke. It doesn't show any more... Thankyou.
@bubblepins
@bubblepins 4 жыл бұрын
Pyro is a bit tricky to render, try adjusting your lighting intensity and not sure if you already have an hdr env. texture map. Add that to the env. light, it will help a lot when rendering smoke. Double check the smoke object has a smoke material assigned to it. Hope these tips will help! And I just remembered I have a Mantra for Volumes tutorial, it's titled, "Mantra Render Settings part 3", see if that helps as well. kzbin.info/www/bejne/oHPKmGmArLamrK8
@tilakrajM1
@tilakrajM1 4 жыл бұрын
@@bubblepins Thank you for your time.
@melong8608
@melong8608 5 жыл бұрын
hi! thanks for an amazing tutorial as always. can i give you a question? what is that meaning by ".." for this VEX float radius = ch("../searchradius"); . i don't really get the meaning of those two dots.
@bubblepins
@bubblepins 5 жыл бұрын
Hi, the ".." means go up one level in the node network, which would be the debri_source node on the obj level. The ch("../searchradius") is a shortcut linking to another parameter in a different place, but retrieves the value from that other parameter and brings it to wrangle. float radius = ch("../searchradius"); float radius = The reason for doing this is to make convenient controllers that will drive the VEX code. I want the code to do this, but I want it to do it on a smaller radius or larger radius. This way, we can reuse this debri_source node in many different occasions because we have this radius controller. I hope this helps. I made a procedural modeling video that goes more in-depth for creating parameters. kzbin.info/www/bejne/mWKWiqJvpr92qc0 On 14:20 I start demonstrating how to setup custom parameters. On 15:30 is where all the clicking starts, so inbetween 14-15 time marks I do some extra explaining. Maybe I'll do a blog entry for this, and briefly describe this. It would be good for future videos. I will add this to my long list of things to do.
@melong8608
@melong8608 5 жыл бұрын
@@bubblepins oh! It cleary makes sense. thanks for fast answering. i appreciate that :))
@AnimeZone247
@AnimeZone247 4 жыл бұрын
every time i add the billowy smoke it gets rid of my debris and nothing simulates then inside the debris_source it keeps saying Invalid source /obj/box/dopimport1 Error: Infinite recursion in evaluation.. for object_merge, unpack, remove_attributes, and compute_velocity node
@bubblepins
@bubblepins 4 жыл бұрын
Sorry for the late reply, for some reason YT didn't send me notifications for these comments. The billowy smoke shelf tool is a script and the script requires a geometry node that it then converts into a volume by the script. Create a separate geometry node, then press the billowly smoke shelf tool. After you can manually copy the nodes over to the other network. Hope this helps!
@Electricvfx
@Electricvfx 4 жыл бұрын
Thank you for your great tutorials. Can you do one explaining how to use the impact points to generate ground debris. I am trying to work it out from the example file but its doing my head in :)
@bubblepins
@bubblepins 4 жыл бұрын
Sure, I'm actually working on one, but in the middle I realized I don't have a video explaining pyro, which is necessary for the dust. So I'm going to do a pyro video first.
@스파게티-r6f
@스파게티-r6f 4 жыл бұрын
How can I make the dibris smaller in mantra?
@bubblepins
@bubblepins 4 жыл бұрын
Use an attribute wrangle and set it to run through points and overwrite the pscale size for each particle. Values smaller than 1 will make the particle smaller. f@pscale = 0.5; //for half the size Hope that helps!
@notskinner2304
@notskinner2304 5 жыл бұрын
expecting advanced vex tutorials plssss
@bubblepins
@bubblepins 5 жыл бұрын
I do intend to do vex vids soon, but I have such a long list of things. But I really do want to do VEX soon, because I can't wait until I get into CVEX.
@notskinner2304
@notskinner2304 5 жыл бұрын
@@bubblepins thank you so much.
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