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.


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