Week 3 : Houdini Lesson 3 (destruction of wooden cabin)

So for this lesson we would be continuing from when we were building the cabin in the first lesson. Medhi said we could add to it e.g. another floor. Then we would crash up the cabin in his tutorial.

  • Fracture – explode view, voronoifracture node
  • blend shapes – to make facial expressions
  • normals
  • Dot node – gradient using light
  • point velocity

Voronoi is a pattern which creates a natural shape to destruct in Houdini. This allows you to fracture an object in a more organic way.

  • scatter node
  • voronoifracture node
  • explodeview node
  • null node
  • pointsfromvalue node – this utters points at random
  • vdb node
  • voxel grid – 3D grid
  • isoffset not – volume node
  • remesh node – keeping the shape of an object
  • rest node – rest attribute

There was two ways Medhi showed us how to break an object into little pieces. Both were useful as they worked in different situations (not sure what these situations were yet). There was the scatter, explode way and then there was another way in which you would build a grid and noise so that an object would be cut into different random cuts to break an object. This was like working in the negative like when making when making the windows and door of the cabin.

  • Material fracture node – gives more variations of voronoi & high quality detail
  • Convexdecomposition – fracture, bad result
  • Assemble node
  • rbdpackedobjects node
  • rbd – all objects
  • Transform node – match name of attributes
  • rbdinteriordetail node – poly reduce could get rid of small parts.
  • Glue constraint – need to match name to rbd, this breaks parts of object.
  • Check rem of computer
  • Poly reduce node

I was having trouble with Houdini as when I was trying to add to my house it kept coming up with this cooking op at the bottom which meant I cant make any changes. I need to remember to ask Medhi in the next lesson.

I need to change the volume resolution of the house so that the house breaks into small parts. e.g. shatter points change to 100 and 20.

Delete corner pieces of the house as doesn’t look right. Add another layer of fracture to make it look more believable.

  • redbulletsolver node – add a ground plan, glue contrain

I was able to overcome my issue of ‘cooking 0p’ – it was just taking a long time to load but when I made more memory on my computer I was able to create more pieces of the cabin.

Create a sphere which will crash into the house and destruct. This will be done by adding in the sphere and transforming it as a polygon. I need to animate this object so from frame 0 I will alt click to set the key frame and move the object to then key frame on frame 40.

Now that I have mad the pieces smaller, I was using the gravity nodes I had learnt in the particles lesson to make sure that they were breaking in a realistic time length.

  • Volume resolution 100
  • Scatter points 100
  • Scatter points 20
  • delete corner pieces – blast node
  • add another layer of fracture
  • rbdbulletsolver node – adds a ground, glue constrain
  • Create a sphere to smash – transform, polygon
  • Key frame alt click – frame 0 – 40
  • Collision geometry
  • rdbbullet node – collision to create deforming static object
  • Need some pieces not to move – assemble node
  • Select parts of the house to create group, fills in numbers for you, call it inactive not moving.
  • Create attribute node – needs to be active (important)
  • Duplicate point group
  • rdbmaterial node – switch to soft domain
  • Breaking threshold 1-0.05
  • Group node – bounding box
  • Strength of glue is too big – 100
  • Don’t visualise the sphere

I created a sphere which I used key frames to animate it through the house. I found that house wasn’t breaking as the glue of the pieces were too strong and it should only break part of the house and not shift the whole structure as this is not realistic. This meant I had to select only certain point of the house and others were to be grouped so that they were not effected.

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