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In this lesson, you will smash a wine glass then slow down time to hold onto the big splash. This effect involves both an RBD simulation for the shattered glass and a fluid simulation for the wine. You will learn how to set up the dynamic network and output the simulations. Visual effect shots often involve a combination of different kinds of dynamic solvers and Houdini’s dynamic network is designed to achieve a unified result with these different solvers.

You will also use a retime node to slow down the simulation when it is at its most explosive then reverse time to return to the starting point. You will then move the simulations into Solaris/LOPS, set up lights and a camera, then render the shot using the Karma renderer.

NOTE: The PDF lesson has been updated to Houdini 19 while the videos were recorded in houdini 18.5. There are slight workflow differences. Please refer to the PDF when working in Houdini 19.

Research for this lesson by Michael Buckley

CREATED BY

ROBERT MAGEE

Robert Magee is a Senior Product Marketing Manager at SideFX who has been working with Houdini for 20 years. He has created lots of learning material and demos designed to help artists understand how going procedural with Houdini can benefit their work.

More from Robert Magee

COMMENTS

  • Manuko 1 year, 4 months ago  | 

    Straight to the point and helpfull, thank you!

  • SerjKirchano 1 year, 4 months ago  | 

    awesome course, thanks!

  • johnchen 1 year, 4 months ago  | 

    Hi Robert, thank you for recording,
    could you reupload the project files? they are empty.

  • rmagee 1 year, 4 months ago  | 

    The only file is in the TEX folder - otherwise you will build the project from scratch

  • WalkBoat 1 year, 4 months ago  | 

    Hi!Thanks for the tutorial. I have a question.
    Is the scene unit in meters? So the glass is about six meters high? Does it need to be made in real actual size, and does size and proportion matter?

  • rmagee 1 year, 4 months ago  | 

    Yes it would be more accurate if built to scale. Since this effect is designed to be a bit exaggerated, we could tweak parameters to get the look we wanted without worrying about scale.

  • sICFX 1 year, 4 months ago  | 

    Hey loved it, made it, check out my version

    • sICFX 1 year, 4 months ago  | 

      No links eh sidefx? check this out, dribbble-DOT-com-SLASH-shots-SLASH-15118866

  • JordiFernandez 1 year, 4 months ago  | 

    Hi Robert,

    I enjoyed very much the tutorial, thanks so much, ideal for a newbie as me.

    What I don't get is the bullet in the render, I redid the tutorial from scratch but I don't find the issue. I thought could be a problem with the position information being in the geo node so I tried with a transform node but the same result. It's frustrating as the result of the render is fantastic but the bullet missing is hurting me as I can't see what I'm doing wrong.

    Thanks and kind regards,
    Jordi

  • rmagee 1 year, 4 months ago  | 

    The bullet must have been there for the sim - did you set up the retime node properly on it? It should only be visible for a few frames then it is out of frame then based on the lesson we remove the return of the bullet in the retime node so it is a one way trip for the bullet - if you want the bullet to come back then don't delete the end keyframes.

  • JordiFernandez 1 year, 4 months ago  | 

    Thanks Robert,

    Yes, the retime is correct. In the solaris stage I can see the bullet on the floor for the 5 first frames and then it disappears, it should be visible on frame 6 at Y5 just an instant but it's not there. And it's there in the Houdini sim.

    In case you are so kind and I'm not enjoying you I can enclose the hip for your check?

    Thanks so much!
    Jordi

    • AndreSerena 10 months, 2 weeks ago  | 

      Hi Robert and Jordi

      Did you manage to solve your problem Jordi?
      Or find out why? I’m have kind of the same problem, the thing is that separately each geo appears and behaves correctly then when i merge the 3 of them, the bullet disappears all of this in the beginning when you import your references to Solaris … i checked and re-checked and if it’s view toggled alone without the other 2 references the the and the glass and the wine, it appears there and the animation is perfect I just can’t understand there’s no logic at all…

      Thanks!!

  • JordiFernandez 1 year, 4 months ago  | 

    In fact in the example of sCIFX you can see the bullet also is not correct

  • VnhHiu 1 year, 4 months ago  | 

    Sir, can you reupload the project files as they're all empty? btw thank you so much for the knowledge.

    • VnhHiu 1 year, 4 months ago  | 

      sorry for the inconvenience. I've just found a file...

  • jfcdr41695 1 year, 4 months ago  | 

    where are the project files..can someone guide me??

  • rmagee 1 year, 4 months ago  | 

    There is a project files button near the top - there is only one file in the tex directory which you use for tracing - the other directories just comprise a typical project directory structure - you will learn how to "set" this directory as the project directory in the lesson.

  • jfcdr41695 1 year, 4 months ago  | 

    Im sorry Robert... I am not able to find the button..Please help me

  • jfcdr41695 1 year, 4 months ago  | 

    Ive got them Robert.. Thank you!

  • rmagee 1 year, 4 months ago  | 

    Glad you found them.

  • Ferdose01 1 year, 4 months ago  | 

    Thank's Robert. awesome tutorial.
    I'd like to ask something. Is there a way to modify the collision that comes from the RBD into the Flip solver? I can't find the way to call the RBDs inside a sopsolver to add a peak so the liquid doesn't drip throw the cracks.

    Thanks Again

  • thatjmax 1 year, 3 months ago  | 

    Has anyone else had issues where the bullet seems to collide with something before it actually reaches the glass?
    https://www.loom.com/share/76996201766244b1810a349882a10817

    • thatjmax 1 year, 3 months ago  | 

      I think I got it resolved. A reddit member had me lower the substeps on the RBD solver within AutoDopNetwork and it looks like it's working now.

  • matt-k3 1 year ago  | 

    Failed at the first hurdle which doesn't inspire confidence for the tutorial: changing the viewport. Is this tutorial for an older version? It looks like it was posted Feb 2021.

    Follwoing the tutorial, I should press V to get to quad view and then, with mouse over the front view, press spacebar and B to get to front view.

    On my version (Houdini FX version 18.5.563), I enter QUAD view by pressing B (toggles QUAD/SINGLE view then hover mouse over FRONT VIEW and press B to change.

    I will continue with the tutorial of course, but this can be frustrating for a new user.

    • matt-k3 1 year ago  | 

      Ah - OK - SPACEBAR toggles something else (like view and obj). So it's SPACEBAR then B not SPACEBAR and B.

      • rmagee 1 year ago  | 

        Glad that you have it working - it is true - if you are already in the view tool then b will toggle quad to single but if you are using another tool then spacebar invokes the view tool and then b can be used to toggle. Usually I just teach spacebar - b even if the view tool is active to get into the habit of using the spacebar when using other tools.

  • Arnaud_Houdini 1 year ago  | 

    Hello Robert,

    Great tutorial, but there is something i can not fix : When I launch the simulation after the video number 4, everything work except the bullet don't go through the glass and bounce on it. What did I miss ? is it the density of the glass which is too much (2000 as you say in the video) ? Thanks very much for your help

    • rmagee 1 year ago  | 

      What is the density of the bullet in your simulation? It should be 11340 which should push it past the glass.

      • Arnaud_Houdini 1 year ago  | 

        Thanks for your answer Robert. Yes i put exactly this density on the bullet, and 2000 on the glass. Is the problem the size of the glass (I follow the tutorial and if on the grid 1 square is 1 meter, the glass is 3 meters high or something like this, or something else ? Please help :)))

  • Arnaud_Houdini 1 year ago  | 

    Thanks for your answer Robert. Yes i put exactly this density on the bullet, and 2000 on the glass. Is the problem the size of the glass (I follow the tutorial and if on the grid 1 square is 1 meter, the glass is 3 meters high or something like this, or something else ? Please help :)

    • rmagee 1 year ago  | 

      The size is the same as the tutorial was set up as - that shouldn't be the issue. It is hard to determine without seeing your setup - you are saying that the glass is not breaking at all?

      • Arnaud_Houdini 1 year ago  | 

        No, the glass is breaking, but the bullet dont go through, she kind of bounce on it and go on the top

  • kaufmans-curse 1 year ago  | 

    Hi Robert,

    Great tutorial. Brand new to this, so it feels like this tutorial is a great way to learn lots very quickly.

    I've gone through it twice now and much faster second time. But I'm having a problem with the final render out of the Karma node.... Output filename is right. Range is right, Camera is right etc, just nothing produced.... really quick to render (zips through the 50 frames in around a minute) and no file in the render folder to bring into Mplay. Zilch.

    I'm on a Mac Mini M1 with 18.5.563 installed.

    What am I doing wrong (apart from owning a mac - haha) Very frustrating. Is Karma buggy on Mac? Help!

    • rmagee 1 year ago  | 

      Not sure why the Mac wouldn't be working. Is it a new M1 chip Mac mini? Are you using the denoiser? What graphics card do you have? Did Karma render fine to the Scene view?

      • kaufmans-curse 1 year ago  | 

        Many thanks for your reply Robert,

        Yes it is new M1 chip mac mini. I've tried with and without denoiser. The gfx card is just the integrated gpu of the M1 - nothing additional. And, yes Karma renders perfectly in scene view - with and without denoiser. I can create/export gallery stills etc. Anecdotally I've read M1 chip seems to render the denoiser fine and that karma renders out fine too. So, at a lose at the moment...???

      • kaufmans-curse 1 year ago  | 

        It's taking about 3 mins a frame to render in the Scene View... so the actual render to disk should be an hour or two, I guess? It's taking *1 min*, so it's not even attempting to write anything...

      • kaufmans-curse 1 year ago  | 

        And i've just tried the same file on my Macbook pro (not M1) and it does the same - zips through the render dialogue box in a minute and produces nothing... so frustrating!

        • rmagee 1 year ago  | 

          Is it just this scene or any Karma rendering? If you can get the same issue with a sphere/light/camera then submit a bug and include the scene that isn't working and specs for your computer - it will have to be looked at by the dev team.

          • kaufmans-curse 1 year ago  | 

            OK, yes, great idea... will try some simple tests and see how i get on with some other renders. Thanks for your help!

      • kaufmans-curse 1 year ago  | 

        I got it all working - it was a bug in the production build - the latest nightly build works fine. Nice to see the render at last!

  • ManuN3 1 year ago  | 

    Hi Robert. Loving this collection so far.
    I'm running into the exact same issue as @Arnaud_Houdini where the bullet hits the glass, the glass breaks but the bullet, instead of going through it, just bounces back (imagine a rubber ball hitting a concrete wall). Any idea of what could be causing it? I tried rising the density for the bullet to 100k and it gets kinda better but still doesn't go fully through (besides the fact that it's probably a very unrealistic value).
    Thanks you!

  • rmagee 1 year ago  | 

    Not sure what is the issue - if you can send your Scene file to me (not the caches) - then I will try it out and see if there is an easy fix - rmagee@sidefx.comz

    in the meantime just hide the bullet and render without it - it is on screen for so little time that it isn't needed to watch the glass smash

  • steviedisco 11 months, 3 weeks ago  | 

    Hey, great tutorial - thank you. Mine came out fantasticly, so pleased. These have been a great intro to Houdini, which for me makes the most sense out of all the 3d apps i've tried. So stable too, had not one random crash or anything which makes a change :)

    • rmagee 11 months, 3 weeks ago  | 

      Glad to hear it was helpful and that Houdini is clicking for you.

  • shondiaz 10 months, 4 weeks ago  | 

    Thank you for the excellent tutorial! This is exactly what I was looking to learn here.
    I am having a problem that I hope you will have insight into.

    I am on Part 4, step 7; Video 4 @ 3:30

    When you say "we are not looking at the convex pieces, but the hi-res model... all the information from the convex pieces is being passed to this one (the hi-res model)";
    At this point, my "hi-res-model" is not showing, but the cracked version. I have went over the steps and looked at the display options to be sure there was not anything in particular that was altering the view. I must be missing something?

    The little comment section does not allow images, and you don't have to click on this to see what I mean, but I put it here anyways for completion.
    https://ibb.co/TmxbQxw
    and here is the .hipc save file (again may not even need it)
    https://drive.google.com/file/d/12fuERX3zkD3no_lFxPOFvp0tOKk08VgG/view?usp=sharing

    • rmagee 10 months, 4 weeks ago  | 

      That is correct. You have Smooth Wired Shaded whereas the video is Smooth Shaded which means the cracks aren't as visible until you run the simulation. The Hi-res-model is meant to have cracks in it - that is what you are driving with the convex pieces.

      Later you will bring back the wineglass without any cracks.

  • shondiaz 10 months, 4 weeks ago  | 

    Oh yes you are right, the very next lesson did indeed cover that with the switch node. Very clever combining that with the sharp curve to act as a just-in-time swap of the models. Bravo on this tutorial :)
    You are a scholar and a saint!

  • shondiaz 10 months, 3 weeks ago  | 

    After completing this tutorial, I found that upgrading to an indie license broke the karma rendering?
    I created this 30 second youtube clip that shows a side by side of the original uncommercial version and the problematic indie version.
    I compared as many settings as I knew how and was not able to trace down the root cause of this issue. Hoping you have some insight here?
    https://youtu.be/JXSJLtobysc

    • shondiaz 10 months, 3 weeks ago  | 

      Follow up to this. I re-exported everything I could find (Which I had already done once before posting here). After clicking "Save To Disk" on every node that had the option, it got rid of that karma black box rendering.

  • AndreSerena 10 months, 2 weeks ago  | 

    Hi Robert

    I’m have kind of the same problem as Jordi, the thing is that separately each geo appears and behaves correctly then when i merge the 3 of them, the bullet disappears all of this in the beginning when you import your references to Solaris … i checked and re-checked and if it’s view toggled alone without the other 2 references the the and the glass and the wine, it appears there and the animation is perfect I just can’t understand there’s no logic at all…

    Thanks!!

  • nicolashkpip 9 months, 3 weeks ago  | 

    Just starting to learning houdini, just watched the first intro episode and I was wondering if there is a way to automatically generate the scatters during the collision time, instead of manually control it. Or was it hard to achieve the same result using automatic ways?

    • rmagee 9 months, 3 weeks ago  | 

      There is a Make Breakable option that you can try without pre-shattering the object. The simulation will be slower but the results are interesting. The pre-shattering gives you more control over what the pieces are going to look like before the simulation takes place.

      • nicolashkpip 9 months, 3 weeks ago  | 

        Thank you. I wish I could be such a bad ass at houdini as you do.

  • sking_xyz 6 months, 4 weeks ago  | 

    Hi Robert I'm trying to make something similar, but with a container, but i have the problem that the fluid disappears even if I increase the particle resolution and the particle scale... I don't know what to do....

  • istratesculuigi 5 months ago  | 

    It would be useful to have the project files, not just the Tex image. Apparently when I subdivide the glass, it does a Simple Subdivision for me, increasing nr of faces but keeping the polygon shape, without smoothing out the surface of the glass. That gives me issues when it comes to PolyExtruding for the liquid.

  • CGGR_Jay 4 months, 2 weeks ago  | 

    I follow the same process but the subdivide doesn't work. Can you explain more please??

    • rmagee 4 months, 2 weeks ago  | 

      Be sure to follow the PDF document which has been updated for H19 - the new curve node creates bezier curves by default an you need to change its Primitive Type to Polygon before drawing the curve.

  • yyyk 4 months, 2 weeks ago  | 

    Please tell me the details when selecting Revolve.(Part1_04)
    It cannot be subdivided.

  • rmagee 4 months, 2 weeks ago  | 

    Make sure it is a polygon curve not a besieged curve - the new curve tool defaults to beaker - also make sure there is only one point at each marker

    • yyyk 4 months, 2 weeks ago  | 

      Thank you!

  • OFFICE_GUY 4 months, 2 weeks ago  | 

    Hello, I have a problem with solaris part. Maybe i did something wrong in USD export making part, but in my solaris stage in reference of a wine glass I get normal mesh and fractured at the same time. Maybe I did somethig wrong with the switch, even that it's working absolutely fine in the build. But still, it is strange. It would be helpful if someone has an answer to this kind of problem.

    • OFFICE_GUY 4 months, 2 weeks ago  | 

      I don't know how but I've fixed it!

  • rmagee 4 months, 2 weeks ago  | 

    The attribute delete on page 12 step 9 removes the name attribute which prevents that from happening.

  • GlamboDesigner 4 months ago  | 

    Hello Robert! Can you help me?

    At first I had a problem, the same as many, with the fact that the new curves tool makes bezier curves, not polygons, figured it out by reading the forum here.

    Now the problem is that the subdivide node sees every point on the curve after the revolver node as a hard edge. It’s as if the crease node does not work on the edges that I chose, but on all edges, although everything is displayed correctly in the highlighted groups, only those that I chose

  • Nicolas Lekai 3 months, 1 week ago  | 

    when i press 'rbd convex proxy' nothing happens:( - i've done the tut 2ice over...same thing...any ideas?

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