dops
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Houdini traditional DOP's tutorial creating a cracked object: step 1: Create a Geo Sop. ![]() a. Select it and enter inside b. now inside the geo. With your mouse over the network view port, tab and type curve. step 2 : Draw a curve . mouse over the view port, and hit space+b you should have 4 views . Mouse over “front view “ and hit space +b again . You many want to select the grid on this plane to assist in drawing. from the fount view port draw a curve , like so: ![]() step 3 : Revolve in the detail tab increase divisions to 90. ![]() this will give you a smoother look when the crack is dividing the object. ![]() Step 4: Shatter Sop. Like every other sop. Hit tab inside the network view and start typing the sop name ,then select it. step4_shattersop.png Pictured is the default shatter sop. step4_shatterdefault.png You can turn on visualize breaks to see where the object with be cracked . step4_allon.png And have turned all check boxes on step4_sghatervisual_bowl.png create inside surfaces:- when it breaks you have geometry cusp edges: , should make cleaner breaks visualize breaks :. Slows it down but easier to see distinct pieces offset cut center.: Sometimes helps with cut geometry. Step 5 transform : throw down a transform sop set translate Y to 10. step5_transform.png step5_transform_pram.png this gives your object some height to fall from ,increasing the force of impact. Step 6 Point sop: throw down a point sop, the input connects to the left nub. step6_pointsop.png Inside the point sop select the Partical tab . And ADD velocity , step6_addvel.png set X.Y.Z. to 0 ,0 , 10 ...this will move the object down the z axis . Step 7 create a null object rename it to “shatter-out “ or some thing you will remember and have an easy time finding in the dopnet. step6_pointsop.png step6_pointsop.png Part 2 : Creating the Dop network step 1 create a dop network . Tab and type dop select dop network and drop it in the network view. Next enter inside the dop net. part2_dopnet.png p2_dop.png Step2 thrown down , a few drinks .. then a RBD glue object . rbdglue_object.png rbdglueobjectdop.png There are a lot of tweaks in side this dop: first feed it the sop you want to be your object. You can click this icon ( arrow on a bar) and select the input sop. Or type in the path next on the initial state tab check inherit velocity, it will feed the information given to it in the point sop. In the sop tree . In the glue tab : change Glue strength to -10, these settings vary depending on what your doing don't be afraid to play with them . In the internal glue tab , this is what hold the object together when it hits. Change Glue strength to 1 leave the collisions tab alone for now . In the Physical tab , adjust bounce. I set it up a hair to .8 step 3 : gravity force dop: I adjusted x to 1 and y to -90 this will move the object forward and add to the impact step 4 adding a collision object . Tab : ground plane. Step 5: merge and interact . Tab --> merge . Connect the gravity first then the ground plane. In this simulation order isn't as important . But it can be . when you have many objects in a scene . Since in the merge node you CAN set the interactions to be right to left or left to right or mutual finally step 6 : the Solver add a RBD Solver. All we need to change in the is solver is the selection in front of “glue ignores resting objects “ in the tab before that select “ set initial “. the solver is what calculates the sim so up until not , nothing runs . Now if you play back the bowl with shatter when it hits the ground plane .
Created by: admin last modification: Thursday 12 of February, 2009 [22:13:25 UTC] by admin |
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