From the course: Houdini: Advanced Motion Graphics
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Creating proxy geometry for simulation - Houdini Tutorial
From the course: Houdini: Advanced Motion Graphics
Creating proxy geometry for simulation
- [Voiceover] Now that we have our full res fractured geometry, we are gonna procedurally create low resolution proxy geometry of all these different shards to then feed into the simulation engine. Have that run and then we can apply the results to the full res geometry. This makes everything way faster and it's a really great way to work because we are not wasting time simulating high res geometry we are simulating a approximations of it and then applying that motion. So, what we are gonna do here is we are gonna create another for each sub network, and we are going to do the same thing. We are going to group mask it based on element*. Before I connect to that, what I want to do first I just want to pick one specific chunk so we can look at it. So, I'm gonna type in Blast and lay down a Blast Node. I'm just gonna randomly do us here elements a 100, so I delete none selected. And that's actually a great one. So, cool! So, now we have just this chunk that we are gonna feed in to the…
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Contents
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Rigid body dynamics in Houdini40s
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(Locked)
Fracturing geometry with VDB tools11m 3s
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(Locked)
Procedurally creating interior UVs5m 57s
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(Locked)
Creating proxy geometry for simulation6m 51s
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(Locked)
Setting up our dynamic simulation10m 42s
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(Locked)
Exporting alembic files7m 49s
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(Locked)
Flipbooking final results1m 26s
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