Join Scott Pagano for an in-depth discussion in this video Create a point deform system, part of Houdini 15.5: Dynamics and Simulation.
- [Narrator] Now we're going to take a look…at properly preparing the geometry that…we feed into our simulation.…Because as we discussed in the last video,…we can't have geometry with a changing point count…running into the finite element solver.…But we need this triangulated version of geometry…that this solid embed node is kicking out,…so we're going to look at a technique to do this right.…Firstly I'm going to click on the solid embed…and I'm going to change the element's scale to point one.…That's just going to give us a higher resolution…starting point here.…Going to take a little while to compute, as you can…imagine, also we wouldn't want to be doing this…process every frame, even if it worked, because…we're taking all this time doing this re-meshing…inside of here, which is not something we want…to do on a frame-by-frame basis.…
So what we're going to do, once this kicks out,…and you can see now that we have a higher resolution…proxy triangulated mesh here.…I'm going to put down a file cache to waypoint…
- 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
Maya Dynamics: Creating Simulations (2012)with Aaron F. Ross2h 11m Intermediate
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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