Hello Sekow,
The Debris Source node tutorials I have seen all emit particles from fractured pieces from their inside areas, not from their outside. This does not seem to have been the way to emit from the surface of an object in the example I linked. Also, the dust pulsed out from the side of the building -- not the way it happens with Debris Source. But if you can provide a link to the tutorial you are referring to, please do.
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Technical Discussion » How to creat dust blast on RBD collision?
- litote
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Technical Discussion » How to creat dust blast on RBD collision?
- litote
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In some RBD destruction sims I see a wave of dust being propelled from an object like a building when it is struck with a colliding object. What would be the method to emit this sudden blast of dust?
This is an example:
https://www.youtube.com/watch?v=I9nXmRNEGHY [www.youtube.com]
This is an example:
https://www.youtube.com/watch?v=I9nXmRNEGHY [www.youtube.com]
Technical Discussion » Combine fireball explosion with RBD destruction of object?
- litote
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Thanks Benyee. I wasn't aware of the Matte Shading parameter. I'll have to play around with it.
Technical Discussion » Setting up AOV passes of pyro explosion in Nuke?
- litote
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Would anyone have a node diagram or a good tutorial for how to combine the passes extracted from a .exr file of a pyro explosion exported from Houdini and brought in to Nuke for compositing?
I am unsure of how to set the operation on Merge nodes for each type of pass. I am not sure when I should use over, plus, screen, etc.
I am unsure of how to set the operation on Merge nodes for each type of pass. I am not sure when I should use over, plus, screen, etc.
Technical Discussion » Combine fireball explosion with RBD destruction of object?
- litote
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Thanks for you reply. So, did you select the rbd for the Forced Matte field in the Mantra Objects tab to render the fireball as a separate render using the rbd to occlude where it is in front of the fireball?
Or did you render a separate matte for the rbd and then use that in the compositing stage?
Or did you render a separate matte for the rbd and then use that in the compositing stage?
Technical Discussion » Combine fireball explosion with RBD destruction of object?
- litote
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Thanks for your reply. Regarding compositing the separate renders, how would you do this so that the RBD masks out the fireball, e.g. when a fractured pieces flies in front of the fireball? Someone mentioned rendering the RBD with a black material so this can be used as a matte mask in compositing, but I think I have seen an option in Mantra to use the RBD as a matte object in the render of the fireball, too?
Technical Discussion » Combine fireball explosion with RBD destruction of object?
- litote
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What is the method for combining a fireball explosion with an RBD destruction simulation, e.g. a plane crashing in to the ground and breaking apart while emitting a fireball? Is there a way to create the RBD fracture sim and a pyro fireball separately and then composite them together, or mist the be combined in one simulaition to render them together?
Are there any tutorials of this process?
Are there any tutorials of this process?
Technical Discussion » Difference between Pyro Bake Volume and Pyro Shader?
- litote
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I have see both the Pyro Bake Volume and Pyro Shader used in tutorials but it is not clear to me what the difference is between them since the Pyro Bake Volume has a Pyro Shader incorporated.
What is the advantage of using the Pyro Bake Volume? Does it have something to do with matcimg what is rendered with what is seen in the viewport?
What is the advantage of using the Pyro Bake Volume? Does it have something to do with matcimg what is rendered with what is seen in the viewport?
Technical Discussion » Combining RBD destruction with pyro explosion?
- litote
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Technical Discussion » Combining RBD destruction with pyro explosion?
- litote
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Can someone recommend a course that shows how to combine an explosion with RBD destruction, like a building wall being blown out by a fiery explosion? I am wondering how to combine the two. Is this just done in the compositing stage, or can the fractured pieces interact with the fireball in a sim?
Technical Discussion » How to combine RBD object with FLIP sims?
- litote
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Technical Discussion » How to combine RBD object with FLIP sims?
- litote
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Thank you again Thomas! I appreciate your expertise. Would you always convert geometry to VDB to use as a collider in a FLIP sim? I see many basic tutorials just feed the polygon geo straight in to the sim without converting it to VDB. Presumably they are mot aware this is less efficient.
Edited by litote - Oct. 29, 2023 20:55:11
Technical Discussion » How to combine RBD object with FLIP sims?
- litote
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In one tutorial I see a Collision Source node was used to convert an animated fractured object in to a VDB volume so it can collide with a FLIP sim. Is there some reason to not just se the normal geometry? Why convert to VDB?
Technical Discussion » How to combine RBD object with FLIP sims?
- litote
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Technical Discussion » How to combine RBD object with FLIP sims?
- litote
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If I want to fracture a building and make it collapse using an RBD dynamics sim in to a FLIP container so the fractured pieces splash the water, can FLIP recognise packed geometry from an RBD bullet simulation, or does it have to be converted to unpacked (real) geometry for collisions with the fluid sim?
Any advice on the basic node setup or links to tutorials would be appreciated.
In one tutorial I see a Collision Source node was used to convert an animated fractured object in to a VDB volume so it can collide with a FLIP sim. Must the animated object be converted to real geometry before feeding in to theCollision Source node rather than using a packed RBD Object, i.e. unpack it first?
In a different tutorial an RBD Packed Object with a Rigid Body Solver is fed in to the FLIP sim.
It seems there are multiple ways.Are there any advantages/disadvantages to these two methods?
Any advice on the basic node setup or links to tutorials would be appreciated.
In one tutorial I see a Collision Source node was used to convert an animated fractured object in to a VDB volume so it can collide with a FLIP sim. Must the animated object be converted to real geometry before feeding in to theCollision Source node rather than using a packed RBD Object, i.e. unpack it first?
In a different tutorial an RBD Packed Object with a Rigid Body Solver is fed in to the FLIP sim.
It seems there are multiple ways.Are there any advantages/disadvantages to these two methods?
Edited by litote - Oct. 28, 2023 22:35:25
Technical Discussion » What is Volume Visualization node for?
- litote
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b
Yes I noticed that, but it doesn't state that is does NOT affect the render, which is important to be explicit about, obviously, hence my forum enquiry. Hope that helps.
jsmacklitote
Thanks for confirming that. Whoever wrote the Houdini manual should be made redundant.
The first thing on the help page states that the node changes how volumes are displayed in the viewport.
Yes I noticed that, but it doesn't state that is does NOT affect the render, which is important to be explicit about, obviously, hence my forum enquiry. Hope that helps.
Technical Discussion » What is Volume Visualization node for?
- litote
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Thanks for confirming that. Whoever wrote the Houdini manual should be made redundant.
Technical Discussion » Is @density always set within 0-1 value range?
- litote
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Technical Discussion » What is Volume Visualization node for?
- litote
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Is the Volume Visualization geometry node just for making adjustments for how a volume is represented in the viewport? It would not affect the render, is that correct?
Technical Discussion » Pyro Solver Sparse vs Pyro Solver?
- litote
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