[Step-By-Step Tutorial] RBD Multiplication
🕑 Added 2023-01-19 11:11:55 +0000 UTCHeyy 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!
Comments
Marcel Grümmer
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!
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!
Lukasz Pason
Have you since solved how to get the duplication to happen not from the center object but from the duplicates themselves?
Ah ! Ha. That serves me right for not watching it all the way through !
Nick Medukha
Hi Eugene! I talk about ending the emission on certain frame at 21:10 :)
Hey ! Great tutorial. One question. How do I stop emitting at a certain frame number ?
Nick Medukha
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!
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
Nick Medukha
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)
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..