RBD Particles in Houdini 6.0, they are gone now?

   3023   1   1
User Avatar
Member
8602 posts
Joined: July 2007
Offline
I have been flipping through POP reference for H6
http://digitalcinemaarts.com/docs/houdini/Particles.fmk.pdf [digitalcinemaarts.com]

and guess what I found on page 89?
RBD POP

it states that :
…Rigid body particles can perform particle-particle collision detection using the instance attribute of the particle to determine the geometry to use for the collision detection. This collision detection changes the angular and linear velocities of the colliding particles to simulate collisions between ideal rigid bodies, taking into account bounce, relative masses and inertial tensors to create realistic motions…

I know it was all different back then, probably no DOPs and this was the only way to simulate RBDs in Houdini
but RBD particles are so common these days in all packages
and it would be so great to have quick way to setup fast rbd particles that take geometry from animated instance shapes

I know that there is an example in docs (popswithrbdcollision) to link pops and dops to create that effect, but using volume collisions is too slow for many thousand particles that that workflow is unusable

But great respect for SESI that something like that was in H6
Tomas Slancik
FX Supervisor
Method Studios, NY
User Avatar
Member
255 posts
Joined: Aug. 2009
Offline
tamte
But great respect for SESI that something like that was in H6
Yeeh, Install H6 :shock: … Back To The Future !
https://vimeo.com/user3251535 [vimeo.com]
https://twitter.com/milansuk [twitter.com]
https://github.com/milansuk [github.com]
  • Quick Links