Houdini Redshift - Vellum softbody tearing tutorial - Part I - Softbody sim

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hey what's up guys this is krishna here welcome to another exciting tutorial today we're going to do houdini soft body tearing now before i go into it thank you very much for subscribing to my channel sharing commenting liking and also purchasing my files i really appreciate it thank you very much i'm going to leave the project files link in the description please support me by purchasing those files and those files will contain the tutorial files and the original font okay so let's jump right into it let's create a sphere and i'm just going to change this to vellum meat i guess this is a polygon increase the frequency to 10. it's going to zoom out a little and i'm going to transform this up by three okay that looks pretty good i'm going to create a group called base now i don't think we need this but i'm creating it anyways right and i'm going to put in an rbd material fracture for now i'm going to leave everything at default okay and i'm going to put in an rbd exploded view just to visualize what's going on yeah i think that looks pretty good we're going to put it in a sample sample and connect it to the first output i'm not going to change anything i'm not going to make pac geometry i'm just going to create a name attribute i believe it's already done in the material fracture we'll see we you know we won't use it we don't need it all right let me just put this okay good i'm going to create for each named primitive so if i click here you can see there are 25 pieces so if i disable this we still have 205 pieces so we will just leave um assemble disabled for now okay right i'm gonna go out and remove this to the side i'm gonna create another sphere and uh in fact i'm going to delete that i'm going to just control click on the sphere here so it creates this and i'm going to velum and let's click on tetrahedral soft body okay so it's created these two additional nodes here by going into the sphere object i'm going to use this side squared object you can see it's created these nodes here for us okay all of this so let's go back into vellum meat let me just expand this a little i'm going to copy the first three poly reduce remesh and tech confirm copy them place them here and drop them in here so the idea is that if i check on single pass every piece that comes in which is the sigma every piece that comes out gets reduced remeshed and tech confirmed okay that's good and i'm going to copy this tetrahedral constraints and paste it at the bottom outside of forage node okay there you go so let me uncheck single pass so it goes it goes through everything and right here there's a whole lot all right perfect so that looks good i'm gonna copy these two here as well which is the geo and constraints good now if you notice that it's created an auto dom network okay now um i'm going to show you both ways basically first of all i'm going to create a solver and let's use that for now and then i will create um a dot net as well okay i'll explain the reason shortly so i'm connecting geo into the first develop solver and constrains constraints in the second one all right so that's looking good i'll enable this that's fine and enable ground position temporarily and let's see what happens okay it's falling okay so it's falling and it's getting like really squished so that tells me one thing that is we need to increase the stiffness so currently it's sitting it's set at 0.01 i want to change it to e to the power of 10 okay and let's run it again okay it looks a lot better all right good okay so i'm going to create a box on the side here template it and transform so let's move it up by three okay and i'm gonna push it on to this side we're gonna use this um to pull the sphere okay uh that looks good uh how about one negative 1.5 no that's slightly outside 1.4 is pretty good and i'm just going to disable the 7 for now go to 12 and i'm going to leave it at 1.4 and to 24 i'm going to change it to let's say minus 2 and then at 36 i'm going to bring it to minus back to minus 1. okay and then at uh where does it yes that's right so like 48 i'll bring it back to minus two at 72 i'll take it up to minus four okay so i'll show you what's going on right now all right so before i do that i'm just going to save this and i will change this to i don't know 120 i guess all right that looks good so if you look at this box here okay so that's the action i'm looking for one okay so pulls in and then etc so if i right click on this transform tool here go to actions create reference copy it creates another copy with exactly identical values so i'm going to click on this translate and minus 1 multiplied by that okay so it just does it in the opposite direction all right there you go so we have two boxes pulling the sphere apart now all right perfect i'm going to create a merge okay and i'm going to pull these down a little bit this i'll pass it uh these down oops these down well okay good in fact this as well all right i'm gonna create group create you connect it there connect this one up here and this one will change it to points and we will name the group pend and uncheck base group keeping bounding regions bounding object okay so if i select that we should get some points all right good now i'm going to put in a vellum attached to geometry right there okay connected that and i'm going to connect the third input of tetrahedral constraints to merge so the group is connected the group is created and connected to the first input but the actual collision objects connected to the third input okay because this is the collision geometry all right so let's check it out okay i'm going to run this and i'm going to come back all right enable the send first okay so um i ran through the sim here so check it out so that's how it looks like all right so i already know that there is a a problem here all right so a couple of problems one is i just want to check what's going on here right so if i look at these boxes so they pull out and then come back in yeah that looks good that's fine um and here in vellum attach geometry i haven't really specified incorrect group i need to look at all right so if i change this to points i need to select the pinned group okay because it's important if not it'll just try and attach everything to it so that's that so i ran a little bit more and uh there you go so that looks a lot like how i expected it all right so there you go one more time all right perfect so that looks good now let's move on so if i scroll through you can see it's already breaking okay i mean it's not really but um it is kind of breaking okay so what i'm going to do is i'm going to go inside of my own solver i'm going to put in vellum constraints and connect it to the output change the create constraints to each frame constraint type to glue and then i'm going to change nothing else apart from enable breaking and change the type to stretch distance now if you leave that stretch stress it'll break but i found it hard to control so stretch distance was a better way and distance threshold is the one which can you know which you can manipulate and change how it it breaks all right obviously okay let's go check it out everything is default by the way if you remember apart from the type and enabling the breaking all right so let me save it and i'm just gonna run this through again okay i send the three frames now so let me just run it for you there you go it looks significantly different previously it was falling apart even at this point now it's sticking and let me show you how that is okay so if i go inside uh actually i can't can i uh [Music] i don't know can i view visualize okay i'll show you the other way all right um so previously i was i was saying that i want to show you the auto doc network way and and the reason behind it so i'm gonna put in a doc network i'm going to call in meet sim i guess whatever i'm going to change this to meetsim and i'm going to go inside autodoc network and i copy the whole lot here and paste it inside all right good and obviously you need to change the source so it's not sphere one in fact it's vellum meat uh geometry and i'm gonna copy this or a path and paste it here okay so that's about it really and all we need to do now is add the development constraint which we added in which we added inside of develop solver itself okay all right so i'm going to change this to glue create constraints on each frame and then enable breaking change the breaking tide to stretch distance that's it nothing else has changed everything is the same and i want to mention one more thing right so if you look at the sub steps i left it at one if you change this to five or something you'll get more stability however you will see some uh jumping okay so i'm going to leave it at one for now but you can play around with that all right it's the same with the sub steps in here it's it's exactly the same identical right i'm gonna run this dotnet sim and i'm gonna come back okay the um i've simmed it for a little bit and here it is it's pretty much identical all right so i'm gonna go outside i'm gonna put in a switch come on switch and connect these two and there's your output from vellum solver and that's your output from meat sound all right which is the top now i'm gonna put in normal that looks weird there you go so zero and one the the sum itself look looks significantly different and i'm not sure why that is uh when all of the settings are designed between the two but hey anyway that's what that's the way it works all right but using dopnet the reason why i'm using.net is because if i go into oh no just just get out all right if i go into this output that the shelf tool created for us you've got your import geometry and then you've got your import constraints okay now i want to use this import constraints to create strings later on and i i don't know how to get that out of the vellum solver itself so if i look at null and if i put in a null connect this two constraints you get this all right but that's not good enough because if you look at this one if i connect it to that where is it okay in fact i'll show you the other way if i go inside and going to volume object where is this line there you go i will uncheck display geometry for initial geometry and i will check it for initial constraints you see these little stitches that i don't know how to get that out of the vellum solver direct okay and that's what we need but you don't need to but you know it'll be good everything adds to the sim all right um the only reason why i use the net is to create strings out of the constraints okay again you know it's up to you all right so that's that i'm going to change this to flat shaded because it looks much cooler when i run it and i'm going to continue using the dotnet all right so there you go that's how it looks sweet i mean you may be wondering how it's it's done so easily but the thing is now i mean i've i've experimented this for for a number of you know hours and days so if i uh where to connect this um let's say without the material fracture and if i now run this okay you you'll see that it's where is it huh it's not even there okay uh what's going on what's going on that's because of this that's fine i'm gonna just disable these two and yeah there you go so okay so yeah there you go that's how it looks without pre-fracturing i mean if you know how to do it without pre-fracturing and you know doing it doing the fracture on the go then of course you know that's better but this way i can art direct how i want to break it obviously we haven't really spent a lot of time on the material fracture but you can of course and and and we will later on i'm right now trying to set up everything so we can get the sim right and then move on all right so here's how it looks oops okay i'll run it and i will save this and i'll come back here okay okay the sim is now down so check it out right so that's how it looks right now okay i think it looks pretty cool i just want to show you something that i forgot to mention right so if i go inside of net i will change the threshold to one let's say okay from point one that's significantly stronger i'm gonna run this and then come back to you so here's the sum with um breaking threshold set to one okay so check it out it doesn't break that easy all right which is what you expect to see so at frame number 72 with threshold one it's like this and the same frame number 72 with threshold of 0.1 it looks like that right so you can see the difference between the two there you go so that's significant all right i just wanted to show you that right okay so that's good let's move on so the point is that now i want to use this um output that we got out of creating um the dot network using the shelf tool right so i'm just going to copy these elements and i'm going to paste them all here all right so if i look at that that's still pointing towards the dot network i don't want that so i'm going to point it to this midsim i'm going to copy that change this one everything else should just work okay so there you go that's working fine and in import constraints it's the same let me change this to mute set and i'm going to put this one here as well so that should just work there you go that's showing up now as a matter of fact that's good uh before i forget i just want to change this back to 0.1 okay the number that really worked for me which i really liked was 0.08 so i'm just gonna punch that in already okay so that's that vellum post process uh you can change the subdivision if you want i didn't do that really but we'll check it out now okay um i'll just let it run and i'll come back here okay so before i zoom in um so this is with subdivision and this is without and i don't really see much of a difference to be honest so i guess it doesn't matter i'm just going to leave it as it is and um uncheck this apply welds and and i say that okay maybe i'll explain it later but apply welds what it does is it tries to weld the parts that are broken uh by creating a string or connecting the two points now if you leave that on and if you enable chipping in rbd material fracture here which we will later on what will happen is you will have a bunch of very small parts which may actually detach itself and fall down which is expected but this weld thing will try and keep it connected okay so that's why i'm saying uncheck apply wells all right so here i see output so i'm just going to call this out and this is the first part done okay so and i say first part because i'm going to delete all this all right there you go done so i'm saying first part because we're going to create i'm going to put in a let's see vellum strings and then we will create vellum fur and then we will create vellum blood and then um we will do rendering where we'll be creating material for meat strings um string's not that big of a deal really fur and then blood okay all rendered in redshift okay so stay with me let's uh go to part two
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Channel: Resilient Picture Company
Views: 26,264
Rating: undefined out of 5
Keywords: houdini, redshift, houdini tutorial houdini 18.5, houdini 18, houdini 18 tutorial, houdini redshift, houdini redshift tutorial, redshift tutorial, houdini softbody, houdini softbody breaking, houdini softbody tearing, houdini tearing, redshift hair, redshift blood, houdini destruction tutorial, davinci resolve, softbody fracture, fractured softbody, houdini softbody fracture
Id: 2EqLi2r1Ccw
Channel Id: undefined
Length: 25min 1sec (1501 seconds)
Published: Sat Nov 14 2020
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