Ben M

beneb

About Me

専門知識
VFX Artist
業界:
Film/TV

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United States
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Houdini Engine

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Recent Forum Posts

Recreating Car Crash sim 2019年2月20日2:50

Hi - no problem! Ah, yes this is a fun challenge. There are a few ways to switch constraints during a sim, for this sim I used a sop solver inside the dop solver. In the sop solver, you can read many different attributes from your geometry each frame. One of these attribs is a point attrib called “angle” generated from the rbd sim. I took the “angle” and compared it to a constant that I used as the max bend and if it was greater than or equal to this then I switched the name of the constraint attrib to a glue attrib with a strength of -1. Hope this helps!

Recreating Car Crash sim 2019年1月12日10:39

Hi, to use point deform you’ll need to separate the geo up into sections that don’t break. So mine was separated by material type. Plastic was connected to metal but neither separated internally just separated from each other. So you’re correct, you’ll have to separate them into chucks before hand, if you want them to break internally, and I would connect them with separate constraints.

Recreating Car Crash sim 2018年10月19日22:39

valkias
beneb
Thanks! I can't share the actual car crash hip since its incredibly disorganized and would never run without the actual car geo, which I can't distribute, but I will attach a quick file using the point deform with RBD soft constraints. I hope this helps!
thanks man!

I got it this far. Still not sure what isn't working

I'm not much help without the actual car geo you're using - but, just plugging in a sphere instead of the file cache you're using I can't see what you've changed exactly to get it in the current state. That .hip's intent is more to show you the workflow and less intended to work with anything complex.