SakeTami
Nick Medukha
Nick Medukha

patreon


[Step-By-Step Tutorial] RBD Multiplication

Heyy guys! This tutorial was requested in Discord, a bit different application of the technique, but shares the same concept and looks pretty cool :)

With this setup we are constantly changing the geometry while the RBD simulation is going, so there is a lot of room to experiment and come up with amazing creative ideas.

Check it out!

[Step-By-Step Tutorial] RBD Multiplication

Comments

Hey Nick, is it possible to spawn one from the first nut then two from both new ones end so on like a cell division? If yes can you give me some idea on how to do that? Would be very usefull for the medical stuff i do everyday... thanks man!

Marcel Grümmer

Hey Nick, I don't understand why you set the representation in the static object to concave instead of the usual convex hull. (I asume that your representation type in the RBD packed pieces node is convex hull, so I don't get this mix of two geometry representations in the solver) Thanks!

Have you since solved how to get the duplication to happen not from the center object but from the duplicates themselves?

Lukasz Pason

Ah ! Ha. That serves me right for not watching it all the way through !

Hi Eugene! I talk about ending the emission on certain frame at 21:10 :)

Nick Medukha

Hey ! Great tutorial. One question. How do I stop emitting at a certain frame number ?

Hey Justin! I have never used Karma, but essential logic should be the same - assign point colors to the shader diffuse / or any other, color input. Quick google gave me this https://www.sidefx.com/forum/topic/81488/, hope it comes helpful!

Nick Medukha

Hi Nick, I am trying to recreate this using Karma. But I got no idea how to assign random textures/using the "type" attribute to the shader. Here is the iamge that I achieve but using a stupid approach which export those "type" to different group and assign accrodingly. But what if I want to assign randomly? http://gofile.me/5aArF/cL1tJNgHb

Hey man! Works with two fixes: As I say later in the tutorial, its very important that all the injected geo has different ids, so after the merge be sure to add a wrangle with i@found_overlap = 1; and i@id = -1; it will recalculate collisions. If you do that you will see that RBD works, but you rocks get yanked to the end of the universe. To prevent that, you should check back Split impulse in the rigidbody solver. I've sent the fix back to your email :)

Nick Medukha

Hey man! Can you send me your setup to nikita.meduha@gmail.com? Ill take a look tomorrow morning (its 10pm my time now)

Nick Medukha

Hey Nick, for some reason when testing out the sim at the 9:50 mark, my sim doesn't move anymore. It did with the simple gravity + pop wind testing, but no longer once I've added the pieces into the sopsolver. Could this be due to me using Houdini 18.5? I recreated the network from the start 3 times now and haven't solved this..


More Creators