
I managed to get the pieces of my girl model to break using rigid bodies simulation. The trick is to use a Connectivity node to identify the connected pieces resulting from the Cookie operation, then grouping them using a Partition node. Feeding the named groups into a RBD Fractured Object AutoDopNetwork does the rest. Still not entirely happy with the results, until I can get the hard edges on each piece of debris to look sharp.

The images above show another completely useless and arbitrary project that is part of my Houdini learning curve. Starting from a closed curve, a polygon surface is generated, extruded, subdivided and tiny strands of grass/hair is scattered on the surface. Instead of the default scatter based on primitive area, I used an alternate attribute (area) which allows the "grass" to stick to the surface (instead of re-scattering) when the latter is deformed in an animation.
I'm only beginning to figure out the basics of SOPs. Can't wait til I know enough fundamentals to create more original and useful results.
I'm only beginning to figure out the basics of SOPs. Can't wait til I know enough fundamentals to create more original and useful results.

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