This is the last video in the series of RBD Deformation! I demonstrate how to the UV’s are set up in Houdini that preps the geometry for Substance Painter so we can create some nice fancy textures for rendering in Redshift.
Read MoreIn this video, I continue off from the previous 6A and we'll take all the RBD simulation data and transfer it to a high poly version of our original geometry!
Read MoreWe're going to have some fun with RBD Destruction and use RBD collisions to help us create deformations. This is incredibly useful and so fast in terms of performance. The Soft Constraints in the RBD Solver help hold the fractured geometry together while we convert the destruction into deformation!
Read MoreI take the RBD Fractured cube from the previous tutorial and we'll start creating constraints right away. I'll use different ways of creating the same constraints and go over how to manually create the constraints from scratch. We'll create the poly lines and add in the missing attribute data to the poly lines to complete the constraints and make it ready for use for the RBD SOP nodes. Then I'll go over the Soft Constraints and show you how to have some real fun!
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