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Controlling Your Fractures in Houdini
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Released Apr 1, 2013
Jean-Michel Bihorel

Guest Tutor

Jean-Michel Bihorel
In this Houdini tutorial we will learn the process to follow in order to pre-fracture an object beforehand to make it fall apart in a controlled manner.

To do so, we will use some Voronoi fracture in combination with a constraint network in the bullet solver of Houdini. We will break the network in a customized way in order to reach the wanted effect. We will then add some smoke and dust to complete the effect.
Introduction and project overview
1

Introduction and project overview

 
00:57
Geometry presentation
2

Geometry presentation

 
04:56
Voronoi fracturing
3

Voronoi fracturing

 
12:03
Separating active and passive geometry
4

Separating active and passive geometry

 
09:58
Adding UVs for the inside of the faces
5

Adding UVs for the inside of the faces

 
05:21
Edge attribute generation
6

Edge attribute generation

 
07:31
Creating a depth attribute
7

Creating a depth attribute

 
09:57
RBD and network
8

RBD and network

 
08:25
Creating active and passive points
9

Creating active and passive points

 
09:20
Breaking the network
10

Breaking the network

 
09:50
Refining the breaking of the network
11

Refining the breaking of the network

 
09:28
Adding collision geometry
12

Adding collision geometry

 
08:55
Generating smoke
13

Generating smoke

 
11:53
Creating advection dust
14

Creating advection dust

 
09:54
Setting random scale for the dust
15

Setting random scale for the dust

 
04:46
Edge detection shader
16

Edge detection shader

 
12:42
A look at the render settings
17

A look at the render settings

 
05:42
Compositing inside Houdini
18

Compositing inside Houdini

 
07:33
Conclusion and review
19

Conclusion and review

 
01:59