Join Scott Pagano for an in-depth discussion in this video Apply simulation to full-resolution geometry, part of Houdini 15.5: Dynamics and Simulation.
- Now that we have the hi-res shell geometry…following the motion of the low-res…simulated proxy shell geometry…we're going to do the same thing…where we apply low-res to high-res geometry…with our other elements here.…So I'm going to go into the frame…object and similar to before…I'm going to grab my dopimport1…I'm going to copy and paste that over here.…Let's pull up our parameters…and we are going to change that import style to…create points to represent objects.…I'm going to grab this setup packed prims object…here which an assemble node.…
I'm going to copy and paste that,…wire our blast2 into that.…So now we are creating packed fragments…for the hi-res geometry.…See this is the high-res geo with the cutout shelves.…And now I will lay down a transform pieces node.…So we're going to wire in the high-res packed…geometry into the left and the dopimport2…in the middle and there we go.…Transformpieces node will take those points…and move our high-res geometry accordingly.…Alright let's move on down the line,…let's go to the base.…
- Destroying objects with Houdini rigid body dynamics
- Creating a soft object simulation with Houdini Wire and Finite Element simulations
- Creating a Houdini digital asset (HDA) destruction system for use in Maya and 4D
- Using an HDA destruction system in Maya
- Using an HDA destruction system in CINEMA 4D
Skill Level Advanced
Houdini: Advanced Motion Graphicswith Scott Pagano4h 23m Advanced
Overview of constraints2m 32s
2. Rigid Body Dynamics
3. Soft Body Dynamics
4. Building an HDA
Next steps1m 12s
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