Very handy for someone who works in Cinema wanting to get into Houdini
@yonasfarah5 жыл бұрын
Amazing resource. Thank you for this!
@KanaHigh4205 жыл бұрын
Hi. Thanks a lot for the tutorial. Debris doesnt appear after creating it. I select the geometry, click debrish and click play but nothing happens, the same fracture but no debris on it. What should i do. Also I have on display the DopNetwork instead of Geometry to see the animation.
@iPounceMax4 жыл бұрын
i have the same problem. can you pls reply if you fixed it?
@ingameswetrust98123 жыл бұрын
idont have that paint node have change in color i have houdini fx 18.5.4
@a.murphy.appears3 жыл бұрын
You need to use the Paint Mask Node. It basically works the same where the red is what will be selected and the purple will be left out. Hope this helps.
@eth3realm3 жыл бұрын
Hey In Games We Trust, use the RDB spray paint node. No paint mask node.
@niilap_4 жыл бұрын
This helped me a lot as i still am a beginner. :)
@deepakragul3074 жыл бұрын
bro density attribute is not working :(
@snehashisdas16234 жыл бұрын
keep up the good work dude, most of the tutorial on houdini is just trash, then i found this one
@jonasmortensen12524 жыл бұрын
What about a rbd material fracture explosion within the sop net?
@MyEmre19984 жыл бұрын
Nice tutorial, that helped a lot :D Thx
@lynnstock37312 жыл бұрын
I wonder if the author rendered with the renderer that comes with houdini?
@idhamabidinkaisilay82884 жыл бұрын
hy do you know how to shatter object but only in few part from the object ?
@guillermorodriguez4804 жыл бұрын
Can you please go into more detail about assigning materials to the different groups? I’ve tried doing it in the object level like you briefly explained and it doesn’t seem to work. I also tried creating a separate geo node and then create a dop I/O inside of it, then importing the RBD object from the AutoDOP network and was able to assign that new Geo node a Material, however it applies it to everything and I can’t separate them into “inside/outside” groups. Any help would be greately appreciated,Cheers.
@guillermorodriguez4804 жыл бұрын
Not sure if it has to do with the fact that I’m using 16.5
@a.murphy.appears3 жыл бұрын
@@guillermorodriguez480 - Go to the 'out' tab - Go to the 'render' tab - Scroll to the 'Declare Materials' dropdown menu - 'Save all materials and shaders' - Click render in the render view and it should fix it
@tikallone4 жыл бұрын
there an issue in houdini 18.0.39. the paint node is no more present, so which node should i use to paint the map over the geometry so that scatter node can distribute particles???i tried with attribute paint but which attribute do i have to paint? then attribute paint do not output a blask and white mask,....it s an rgb mask or something kinda
@tikallone4 жыл бұрын
as far as it regard painting the contraints force, i have used the attribute paint and an attribute promote to choose where the solid should break. and this is working very nice. instead as far as the paint node, used to scatter smaller pieces of geometry, i astill have to figure it out.....i think the node is always the same.
@inklouds4 жыл бұрын
@@tikallone I just used an RBD paint node and plugged it into the first ports and got pretty similar results to the video
@tikallone4 жыл бұрын
Two_Cups Johnson I ol give a look! Thank you son much!;)
@DonutSurprise4 жыл бұрын
@@tikallone The scatter node has a Density attribute option, which defaults to the name "density" if enabled. This is exactly the default attribute name that the RBD paint node generates, so painting with that works seamlessly with the scatter node.
@tikallone4 жыл бұрын
Christoph Mann as soon as I get back from holidays I will put my hands over again:))) and buy a new box with a etc 2080ti 🤣🤣🤣 Maya is no more sufficient for me🤣🤣🤣
@wandaworx12175 жыл бұрын
Can you please make a tutorial text emerging from the ground colliding with sand in houdini
@dtphongla5 жыл бұрын
thanks please post more videos about houdini
@lokeshbabu85104 жыл бұрын
How do you hide the rbd_material_fractures cracks? since after applying the glass material, the cracks are visible from the first frame!
@ron44314 жыл бұрын
Hi, In H18 you get a feature for that although I don't know where is it I have never tried but the old method that we used was to switch the non fractured geo to a fractured one when the geo gets hit, basically you take the simmed fractured geo and the non fractured geo and take a switch node and plug in both and switch the output from non fractured to fractured on the frame when it is getting hit or breaking
@lokeshbabu85104 жыл бұрын
@@ron4431 Haha...yeah man that's the only viable solution i get everywhere, but i just need to know an exact method, so it feels procedural. Hence I could manipulate the objects and force without much hassle..! Anyways, I appreciate your help and the time you spend on replying for me man!
@ron44314 жыл бұрын
@@lokeshbabu8510 the option that i said can be made fully procedural if you want but usually we don't need it.
@lokeshbabu85104 жыл бұрын
@@ron4431 Hmmm, i see ! Anyways thanx man!
@MediaArtPlay4 жыл бұрын
Thanks a lot!
@Sykophantic3 жыл бұрын
timestamp - 8:00
@jinjannichanegammel2415 жыл бұрын
material or color didnt worked. i use indie... Great Turorial!!
@a.murphy.appears3 жыл бұрын
- Go to the 'out' tab - Go to the 'render' tab - Scroll to the 'Declare Materials' dropdown menu - 'Save all materials and shaders' - Click render in the render view and it should fix it
@bhcbhc4 жыл бұрын
Assemble node gets rid of materials for some reason.