Rbd Wall Destruction?

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Hi
I have some free time recently , i start to explore little deeper bullet in houdini.
My idea is to make good setup , and to be easier one day when i have to do shots with rbds.

Right now i have :
1.setup to manually and automatically break sim geometry
2.activate rbds that are near collision geometry
2.constrain geometry with cone twist and do simulation
3.Do rendertime displacement

Here is video:
https://vimeo.com/177538565 [vimeo.com]

Some things i want to fix:

1.Check cutting setup , to see if a can remove this small holes(maybe if you have some displacement and texture on top you will not notice that as much)
2.Some pieces of simulation still feels they do not have proper weight , need to see if higher contrast in mass will help
3.Some of smallest pieces do not have proper collision , because collision padding is not small enough(i want to check if you can do this collision padding per piece? )


So any suggestion and comments are welcome.

Thanks


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nice one :-)

@ 1 Check cutting setup , to see if a can remove this small holes…

maybe its better to crack at impact, then have get the small holes not in initial state
ann/or how do you create the interior displacement?
English is not my native language, sorry in advance for any misunderstanding :-)
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matthias_k
nice one :-)

@ 1 Check cutting setup , to see if a can remove this small holes…

maybe its better to crack at impact, then have get the small holes not in initial state
ann/or how do you create the interior displacement?

Hey
I can not crack at impact(dynamic fracturing) , because we will have changing topology and it will be hard to control.
If you are interested about interior displacement , you have one thread here:

http://forums.odforce.net/topic/19434-edge-displacement-on-fractured-pieces/ [forums.odforce.net]

You can read through this , there are some examples.
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https://www.youtube.com/watch?v=jQuFNcPcuSY [youtube.com]

maybe have a closer look at this one?
English is not my native language, sorry in advance for any misunderstanding :-)
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matthias_k
https://www.youtube.com/watch?v=jQuFNcPcuSY [youtube.com]

maybe have a closer look at this one?


Yep , will look at that , maybe is better approach than i'm using.

Here is update , added smoke sim here:



https://vimeo.com/177808817 [vimeo.com]
Edited by ginodauri - Aug. 6, 2016 09:17:37
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Really nice fracture/displacement.

The only thing you have to work on in my opinion is that in the very first frames, where the wall is still together you can actually see the cracks, wich is not good.
https://vimeo.com/user43100796 [vimeo.com]
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SteN
Really nice fracture/displacement.

The only thing you have to work on in my opinion is that in the very first frames, where the wall is still together you can actually see the cracks, wich is not good.

Yep you are right.
This is something i will look at how to fix.
Right now i'm using mix , of boolean(Cookie) and voronoi fracture , and this is what is causing problem.In some place during cutting geometry get messed up.
I can go with all voronoi and that will probably fix problem , but i think i will loose a little bit with shape of pieces , because everything will be convex.
Will do some test probably to find best solution.
Cheers
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This is just an idea, I don't know if it will help you in your case. Instead of the cookie I have been experimenting using a curve to create a lot of points in the region I want my wall to be cut and feed those point to the voronoi. That way you control the destruction shape with a curve,and you can skip the cookie.
https://www.imdb.com/name/nm8408875/ [www.imdb.com]
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Hi

This is new version.

https://vimeo.com/179174851 [vimeo.com]

Updated some things:

1.Put on some textures , with different shaders for outside and inside geometry.
2.Worked on extra bullet debris
3.Added one particle dust layer , but it is not that vissible , so will continue work on that
4.And yes , removed “broken” look in first frame of simulation

Comments and criticism welcome.

Thanks
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great output…what did you do for inner displacement at render time.
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