The cube has a few elements to it. Firstly, there's the VEX heavy Rubik's cube that solves itself. After that we have to convert it into an RBD object. Once that's done, we emit points from the high velocity areas of the cube that we convert to pieces of confetti which gets packed and used in a rigid body solver. The rigid body aspects are covered in part 2 which will be released next week. I highly recommend viewing our blog-post for this tutorial. 


We cover all of the wrangles in detail and have the code as easy to copy-and-paste snippets if you get the concept but don't feel like typing it all out here.



CREATED BY

MOEEN SAYED

Visual Effects artist for over 4 years and Houdini tutorial content creator. Co-founder of Nine Between, a South African Visual Effects Studio. Currently based in Johannesburg, South Africa.

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COMMENTS

  • RodTebisx 6 years, 1 month ago  | 

    nice, but this can be made all in chops, without vex at all. Anyway it is very cool idea! :)

    • Jason. 6 years, 1 month ago  | 

      How?

  • anon_user_75466869 6 years, 1 month ago  | 

    fascinated me the VEX, first of colors and then group, then join that..cool work : )
    just the colors are very primitive, I tried to give it an attribute from map to give it a general color and not respect it as it is, but the cube has no resolution.
    but loved to work : )

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