In Rigids IV, we're going to use Houdini 16's new Boolean SOP to learn how to fracture and subfracture (and sub-subfracture!) a large chunk of terrain that we'll make from scratch. We'll learn how to make a powerful workflow to surround this new production studio-class fracturing tool, as just knowing how to do the fracture is not enough. We will need to make every step of the way completely art directable, as well as efficient to create, to cache, to simulate, and to render. Along the way we will learn more scripting techniques, simulation tricks, and production tested tips in order to arrive at our exciting result!



CREATED BY

STEVEN KNIPPING

Applied Houdini is a production quality oriented series created by Steven Knipping, currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic: Avengers: Infinity War, Star Wars: The Last Jedi, Rogue One: A Star Wars Story, Star Wars: The Force Awakens. Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space!

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COMMENTS

  • Thomas Klyhn Christensen 7 years, 7 months ago  | 

    PLEASE update the previous episodes for houdini 16 too! I just tried to follow the very first rigid body tutorial which was done in h15, and so much has changed interface wise that h16 doesn't even look the same. There is no pack node.. (I figured it would be the instance node now?) but too much of it doesn't line up. As someone new to houdini it feels odd starting in h15 and then having to relearn again in 16, but maybe that is the way to do it?

  • StevenKnipping 7 years, 7 months ago  | 

    Hello! The previous Applied Houdini lessons have all been checked to ensure that they are still compatible with Houdini 16. As for the Pack SOP, it exists in both H15 and H16. Feel free to direct message/email me if you are still having issues!

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