Houdini lets you “glue” disconnected RBD objects together. The objects stay together until forces pulling them apart exceed the strength of the glue.
There are two main workflows for using glue:
Glue an ordinary RBD object to another.
Create “chunked” geometry (where the geometry is actually made up of individual pieces in groups) and import it as pieces glued together.
This feature is especially useful for breaking an object into chunks, gluing them together, then colliding the glued object with another object to make the glued object “shatter”.
Tip
A convenient way to create a shatter an object is to start with the whole model and cut it up into chunks using the Cookie SOP and a cutting surface such as a sphere (to create smooth cuts), or a jagged polygonal surface.
Connect the results of each cookie to a Group SOP to create the “chunk” groups. Then use a Merge SOP to merge the resulting chunks together.
Tip
A useful way to create groups out of large numbers of disconnected “chunks” of geometry is to use the Connectivity SOP followed by the Partition SOP.
Connectivity creates an attribute (class by default) and assigns
it a unique value each set of connective primitives or points.
You can then use Partition to make groups. In the Rule parameter,
enter a group name containing the $CLASS variable, for example
chunk$CLASS.
| To... | Do this |
|---|---|
| Glue one RBD object to another |
|
| Set up chunked geometry |
|
| Import chunked geometry as glued-together RBD objects |
|