This is the final version of the bunch of Kaiju Building destruction R&D.(vimeo.com/92795601) Now Kaiju has a muscle simulation. And I add TP trees.
TP tree is based on lightning setup. And I used multiple cache for it because of stabilities of simulation.
Building destruction has more joint structures. Some of pieces are connected each other in certain area. This destruction has some components like debris, paper, steel wire, code, glass debris as different asset.
Each component's cache size is Main building destruction>1.1G, debris>2.2G, paper>1.2G, steel wire>3G, code>700M, glass debris>500M.
Muscle simulation is done by MAYA. Masahiro Ohmomo is responsible for it.
I continue to develop lowres/hires approach and also studying joints in the process. Lowres sim in this case is very fast (but complex joints system in TP is very unstable - crashes happen quite often). Joints in the system are being created automatically on the fly. I created destruction pattern exactly as I planned. First three segments are fractured by time and InMesh condition. Other segments are fractured by angle between adjacent segments. And I'm successively breaking supporting cables (cables in lowres sim are rigid bodies). Ropes simulation is done separately later. All fracturing on hires stage is procedural. I have only two parameters on top of it - Resolution and ClippingVolume (Hires sim is divided into several parts by some clipping boxes and these parts are independent from each other - I computed them on different computers). Some things are need to be polished (some pieces behave weird - floating around) but I think it's very flexible approach and worth trying.
Some tests I did with the new bullet in Houdini 13. I used RBD packed object and constraint network set to conetwist. I then used a sopsolver to delete constraints that have a torque over certain threshold.
The aim of this commercial training is to take you through the process of creating the "Floating Islands" image, all the way from modeling to render
The training covers various aspects including terrain modeling and sculpting, generating large quantities of plants and vegetation in Houdini. The plants and trees will be developed using L-Systems. The training will also cover Rigid Body Dynamics, Particles and Fluids to create certain elements of the image.
The training is split into 3 parts, each part is available separately.
Part 1 will cover terrain modeling, modeling using the VDB tool set. It will also deal with creating grass using the fur procedural and a variety of creepers and vines on the island and the druid circle.
Part 2 and 3 will be available in the coming weeks