This is very very educational! It's a pitty there are no new tutorials from you.
@baumhackeryt4 жыл бұрын
An excellent tutorial! Crystal clear, moves at just the right speed, and very illuminating regarding aspects of the bullet solver. Thank you
@DiffuseFX4 жыл бұрын
Thanks so much - I appreciate it!
@davidhutchins23364 жыл бұрын
Great tutorial. I really appreciate your depth of knowledge and willingness to share with the community. Cheers!
@gmotionschool2 жыл бұрын
Your amazing man, explaination is very clear. Dont have my hands on houdini yet but your logic is very helpful to approach these networks, Thank you!
@Ha.jamshidi3 жыл бұрын
This is something I needed most! brilliant! thank you very much.
@vipergx4 жыл бұрын
Oh boy! I have been looking for this concept for a while now. Thanks!
@khodjaeff Жыл бұрын
Great tutorial, thank you very much
@polygon43992 жыл бұрын
super awesome tutorial
@DoHoan_FX_Supervisor4 жыл бұрын
this's very very new workflow!! Thanks so much!!
@CarstenBaarsFX3 жыл бұрын
Thank You so much! Learned a lot from this!
@cocopops7332 жыл бұрын
AWESOME STUFF
@StephaneSOUBIRAN4 жыл бұрын
Thank you man !!! You're a genius !
@DiffuseFX4 жыл бұрын
My pleasure!
@HristoVelev4 жыл бұрын
Very cool, thanks!
@vladartiomav24734 ай бұрын
This is simply gold! 🤌
@workflowinmind Жыл бұрын
Once again an awesome tutorial even 2 years later! Is it possible to mimic rbcconnectedfaces to remove interior prims of non broken constraints ?
@duendex52 жыл бұрын
Love your videos, this one alone has made a lot of 'weirdnes' about DOPs click in my mind for the first time. Thanks for sharing in such an easy to follow way. I was wondering what would be the advantage of using a SOP network (i.e. fracture) connected to the SOP solver instead of using the SOP network inside the SOP solver directly?
@stevennelson4542 Жыл бұрын
Hi diffuse, thanks for a great tutorial, appreciate you tackling this topic, which there is not a lot of info on. For some reason when I build the setup in 19.5 the cube disappears whenever I fracture it. I imagine Bullet no longer sees it as dop object eventhougn I reset the id to -1. If you have any thoughts as to why would be greatly appreciated. Thanks
@bekabaratashvili31784 жыл бұрын
Thanks for an amazing tutorial! Love your deep knowledge in DOPs. You are truly a genius! I think a tutorial of any complex workflow of DOPS would be very interesting. Can i ask , where and how i can learn DOPS much more?
@DiffuseFX4 жыл бұрын
Thanks! As with most of houdini, learning DOPs comes down to a lot of experimentation, reading, and just watching tutorials wherever you can. I have a few other DOPs-heavy tutorials you could check out, but ultimately I think it's just a matter of wrapping your head around how a 'typical' DOPs network is put together and evaluated: objects are containers holding geometry, volumes, etc.; solvers operate on objects that have suitable data (attributes); networks are evaluated top to bottom, left to right, with feedback (the main difference from SOPs). With that in mind, you can start to think about adding your own geometry to containers, or tweaking the attributes on an object so that a different solver can process it, etc. etc.
@bekabaratashvili31784 жыл бұрын
@@DiffuseFX Thank you! I have already seen your all tutorials and all of them are awesome. I'm trying to experiment myself and your contribution is pretty huge!
@c0d2x2 жыл бұрын
Hey! nice content..
@Chappysnapz2 жыл бұрын
Fantastic tutorial dude! One question though; is it possible to do dynamic fracturing based off of velocity instead of impacts? And is it also possible to prefracture your geometry and still do this? Trying to do some sort of thanos ashing effect and was wondering if these things were possible.
@ahkeithng4 жыл бұрын
Nice tutorial !! i have one problem when i used dynamic fracturing , that is uv texture problem . Do you had any solution to fix it ? thank you your tutorial !
@DiffuseFX4 жыл бұрын
Hey there! UV for the exterior should work fine - just make sure to UV your geometry before assembling and passing into DOPs. For the interior surfaces, the best approach for me was to UV as each piece is made inside the fracture sopnet. Depending on how you set things up, though, you should also be able to UV the interior pieces using the rest-space (but that approach takes some extra trickery to make sure uv layout doesn't change as new pieces get added, so I don't really recommend it - but if all you've got is a pre-cached sim, it might be the only approach available!)
@ThomasKlyhnChristensen4 жыл бұрын
This video is absolutely amazing! it answered so many of my questions, even about stuff I had gotten to work, but didn't understand why they worked or didn't work the next time I tried. when and why sometimes sopsolvers use geometry and other time constraintgeo. It was all super well explained! so thank you. One question, particularly about the "attach internal constraints to object" toggle. if you tick that, does that mean you can't dynamically generate constraints between two or more sources? since they will be attached only to the source geo? I'm really struggling with figuring out how and where to generate constraints between multiple bullet objects. Now realising how a lot of this is done via a rest position kind of deal, it makes it even harder for me to wrap my head around what is mean to happen if you want fractured pieces of a ground plane, to get stuck to a cylinder rolling over them, or you want exploding pieces from a sphere to attach them selves to moving collision geometry, because I can't imagine how that would work from a rest pos point of view? don't know if you have already covered this as I only recently found your videos but would love some pointers either to a video or if its something you would consider covering as well. Thanks!
@DiffuseFX4 жыл бұрын
That's my understanding, yes - the constraints can only be attached as a geometry container within the object if they only apply to pieces within the object. So if you want constraints across objects, there are a few approaches. The standard approach is just to leave the toggle off (as in the default), which allows constraints wherever you like them. But this does limit when you can update the constraint geometry. As an example workaround, this tutorial will also work without the attach to object toggle if you make your own constraint container, update *that* as before, then copy that data into the real constraint network using a SOP solver attached to the constraint network node. If you had other types of constraints, you would want some groups to partition and merge the object-internal stuff and the between-object stuff, but that should be reasonably straightforward. An alternative approach, esp. if your secondary objects are static or animated (i.e., not active), would be to simply have your constraints anchored to points on one end (instead of pieces), then use a SOP solver to update those points based on your secondary geometry.
@TheWillvoss4 жыл бұрын
i have to reverse my split input for the fracture null around 30 mins.. i wonder if this will bite me in the butt later...
@DiffuseFX4 жыл бұрын
Should be ok! There can be lots of ways to choose which geometry you want fractured and which you want intact - so as long as your split is branching into those categories, everything else should be no problem!
@TheWillvoss4 жыл бұрын
@@DiffuseFX i had to change uhm... dammit i cant remember it was 3am... but I found my error up stream. Ill try to remember if anyone else ever has this issue. Thanks for this setup. I appreciate the explanations as well during. This is what makes the difference between just generic rdb stuff. I've always wondered what the secret sauce was, because you can visually see it. Just never understood the levels of what you can do with sop solver.
@DiffuseFX4 жыл бұрын
@@TheWillvoss Glad to hear it's been helpful! And I know what you mean - getting my head around SOP solvers really opened things up a lot. I now routinely do as much work inside DOPs as outside, and the options are pretty limitless!
@0x0abb4 жыл бұрын
I hate Houdini - FractureFX for Maya, such a cool little plug-in and powerful. It gives you internal face displacement, you can paint more complex voronoi structures much more easily than this shit...Do artist want to spend their time programming or doing cool sims?
@NFSDieHard3 жыл бұрын
Houdini can do in multiple ways to get the same result. approach will be depending on the requirements. so there are more other ways to get the dynamic/recursive clustering broke. or anything which is explained in any houdini videos. once the system is build, its play time to do some sims and get renders
@affectreflect4 жыл бұрын
You are an amazing tutor.Your knowledge can help so many houdini artists and you should have many views for your content.If you havent already,post links to your youtube channel on houdini artists group on facebook.Be blessed and keep up.
@DiffuseFX4 жыл бұрын
Thanks so much! I don't really use facebook much, but feel free to share any links there on my behalf! ;)
@affectreflect4 жыл бұрын
@@DiffuseFX Abssolutely.I will spread the gospel.Thanks for putting up the tuts once more.