Page 62 - 3D World - October 2017
P. 62
TuTorials
Master destruction effects
LINK to BuLLEt
09To make the rigid body
solver understand that the
cube represents an active
region, you need to reference
the activator within a SOP
Solver node. You can see how
to set this up at 00:58:05,
along with how to connect it
to the wall SOP and the Bullet
Rigid Body Solver within the
DOP network.
references SEt uP tHE SHIP
Don’t be fooled by 10 The activator lets
your memories, which Houdini know when to
can be untrustworthy. unfreeze the broken pieces
Try to find realworld of the wall. But the geometry
references for that actually collides with
realworld situations. the pieces, generating their
movement, is the spaceship
itself. At 01:02:00, you can
see how to bring its Alembic
file into Houdini, convert it
to a primitive, and give it
normals using a Facet node.
The next step is to convert
the primitive to a volume in
order to make the collision
more accurate.
CrEAtE tHE VoLuME
11The volume is created
using a Collision Source
geometry node. You can see
how to set it up at 01:02:15.
Checking Output Volume in the
Display tab of the Parameter
Editor converts the geometry
to a VDB Signed Distance
volume. You can change its
resolution via the Voxel Size
setting. A high value makes
the simulation quicker to
calculate; a low value makes
it more accurate. I usually go
with a value of 0.1 or 0.2. Cache
the result out and give it an
attribute you can reference, as
shown at 01:03:00.
3D WorlD October 2017 62 www.youtube.com/3dworld