- [Instructor] So our simulation is all done and set up…here and we flip booked it, we looked at it,…we're happy with the results,…and an important final step of the process is…bringing all of the high res geometry together…in one new geometry node,…and exporting that as an Alembic file.…Often we want to do that just to cache our results…along the way in Houdini as we keep building our scene.…And sometimes we want to take that Alembic file…and use it in a different piece of software.…I just want to make a new geometry node.…I'm going to call this output…and I'll color it a darker yellow.…
Now if we go into the shell node for a second here…you can see that I've put these underscore out null nodes…on the end of our chains where we want to grab our…geometry from in all of our different pieces.…This is just a standard thing I do so I always know…where to grab from, from an object merge node or…somewhere else.…That it's always a consistent nomenclature and a consistent…end point of my network.…So let's get out of there.…
- 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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