It is good for simple shots or scenes but when it comes to heavy scenes i notice that it is to heavy to load when opening the scene especially when you have lots of object to prefragment(RBD Fracture Material). Configure the Constraint for breaking, Forces and Collisions. RBD configure(this will help the solver a lot because you can set the density/type of material like GLASS,METAL,CONCRETE,WOOD) Cache Prefragments Per Object.(RBD I/O) 1 frame only. Different animation effects can be layered to quickly create movement of high complexity. The user is then free to tweak the effect to their liking. Make inside UV for inside faces(UVunwrap selecting inside group). Simply right click, select the corresponding option and Houdini will set up the CHOP network, its imports and exports and some sensible defaults. For the constraint i prefer doing it after the fracturing. Prefragment objects.(RBD Fracture Material). Check the UV.(This is super important after the simulation so that you will not have a hard time doing the Materials) Check for holes, wrong normals, unused points,etc.(Clean Sop/Facet Sop) By caching your simulation, you can play your creations back and make edits faster, thus saving time. Caches enable your simulation to be saved as a. Categories/separate like (GLASS,METAL,CONCRETE,WOOD) to Groups. Optimize caches and attributes Make sure you use caches in every simulation you create. I am happy with what Sidefx has done for RBD Workflow specially when they release houdini 18. Hi! I've been working lots of rigidbody simulation lately. de 2019 - actualidad4 años 6 meses Santo Domingo Educación American Bicultural School High School Diploma 1983 - 1998 Más actividad de Jean Instancing is fun.
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