Log into your account to keep track of your progress. You can work through the lessons without logging in but your progress will be lost when you refresh the page.
A series of tutorials on Houdini's RBD SOP tools starting from the very beginner lesson and building up concept by concept to larger destruction scenes! RBD SOP tools are relatively newer when compared to the Houdini's old fashion RBD DOPNET sim tools.
In this video, I kickstart a new series on Destruction in Houdini! We start off with the newer RBD SOP tools available in Houdini, which is a HUGE improvement from the good old DOPNET days. If you've used Houdini simulations from Houdini 16 and earlier, you'll know what I mean.
I begin with RBD emissions, which is a relatively simple way of creating rigid body dynamics and is a very simple simulation to setup. I find that there is so much potential for a huge variety of applications for RBD emission! The beginning of the video illustrates a few ideas I created using RBD emission in Houdini. In this video, I go over the basic workflow of how RBD emission works and in the next video, we'll fine tune this a bit more.
In this video, we're back to basics to cover all the newer RBD SOP nodes that I haven't covered yet on my channel. This video is more of a remake of a previous video because Houdini new has these new RBD SOP nodes. I wanted to show you how to fracture it manually and how you can use the RBD SOP nodes to fracture different polygons as well.
In this video, I take the RBD Fractured cube from the previous tutorial and we'll start creating constraints right away. I'll use different ways of creating the same constraints and go over how to manually create the constraints from scratch. We'll create the poly lines and add in the missing attribute data to the poly lines to complete the constraints and make it ready for use for the RBD SOP nodes. Then I'll go over the Soft Constraints and show you how to have some real fun!
In this video, I start making the RBD Emission Source objects more interesting by throwing in RBD Fractured Pieces into the Emission source of the simulation instead of using Platonic Geometry that was shown in Concept 1. This will build up to the next video where we take things up even higher up a notch and create more realistic destruction scenes.
Things get more interesting in this video, we'll source RBD emission points depending on what the animation of other objects or characters are doing. By using this technique, RBD emission can become very useful for different types of scenes. Here I'll show you one way of using it, but the technique can be used in any type of scenes. I'll also show you different ideas where RBD emission can be applicable in different types of scenes.
In this video, we're going to have some fun with RBD Destruction and use RBD collisions to help us create deformations. This is incredibly useful and so fast in terms of performance. The Soft Constraints in the RBD Solver help hold the fractured geometry together while we convert the destruction into deformation!
In this video, I continue off from the previous 6A and we'll take all the RBD simulation data and transfer it to a high poly version of our original geometry!
COMMENTS
Please log in to leave a comment.