Introduction to Crowds in Houdini

The Crowd tools in Houdini is optimized very well. The 3D animated characters used in the Crowd system are known as Crowd Agents in Houdini. Houdini bakes the animations and a name is assigned to the animation for the corresponding agent. This makes it easy to attach several animations to one rigged character.

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Controlling Force Field for Specific Geometry in Destruction Simulations in Houdini

In this article, I demonstrate how to setup a very defined force field that will influence certain geometries in the destruction simulation. This should leave certain geometries in the same dopnet unaffected by the forces, but still have forces affect selected geometries.

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Boolean Fracturing in Houdini

Boolean Fracture node automatically assigns unique names to each fractured piece and automatically sets up glue constraints for us. Here I show a demonstration on how to use the Boolean Fracture node for a simple dopnet simulation.

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Boolean Logic

Boolean logic is all about shape relationships. Cutting holes into a geometry with another geometry or combination of different geometrical shapes to create new shapes.

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Installing AMD Threadripper 3960x (Gen 3)

Installing Threadripper 3960x onto the motherboard, Windows License Reactivation (if you’re reusing your current OS configuration), CPU Thermal Paste coverage area vs Standard sized Liquid Coolers, Custom PC Power Button (hooking up jumper wires to header pins),

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Crystal Renders, Fracturing by Material Type with RBD Tools in Houdini

Fracture a geometry, add interior noise displacement using RBD Tools, and material blending in Redshift.

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RBD Connected & Disconnected Face Nodes in Houdini

Have you ever tried rendering a transparent material that is fractured? How about rendering a fractured geometry before it breaks? This becomes an issue when rendering a destruction simulation with glass-like material, because the geometry looks broken before it actually breaks. This article describes briefly how in the video tutorial these issues are solved.

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Tearing & Deforming Metal (RBD Tools in Houdini)

The RBD Tools redefine the workflow and simplified how the physical attributes are created and how easily it is to create and customize constraints. Break and switch constraints is super awesome feature and all this power with a click of a mouse. It’s starting to feel like cheating.

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Destruction Dust Pyro (Shelf Tool)

Here we demonstrate how to add dust pyro to the a previous Destruction scene that already contained Debri Particles to exaggerate the collision impact. Here we reuse the Debri Source points and convert it into a volume.

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Controlling when to Break Glue Constraints in Houdini

Here I demonstrate how to animate the force field to produce a delay in the destruction of a fractured wall. This is a technique I used to produce some variation in the scene of the destruction of a fractured wall structure. The resulting visual effect has a huge hole that gets blasted through the wall and slowly destroys the rest of the wall pieces as the force field grows in its animation.

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Coordinate Positions are Vectors

Points can be formed into vectors. By knowing one point position and the origin position, using two points, a vector can be formed. This comes super handy in Houdini once we realize this. Vector manipulation can be used to influence simulations.

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Basic RBD Scene Setup with Glue Constraints in Houdini

Demonstrates how to setup a simple basic RBD (rigid body dynamic) dopnet simulation scene in Houdini with glue constraints. The glue strength is adjusted to a level that withstands the gravity. This is a perfect starting point or template that can be used as a starting point before adding more complex forces.

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