Sunday, November 3, 2019

Week 5 - More Houdini and Destruction ... maybe

1 - Bottle Generator

With the new knowledge gained from the procedural crate generator I moved on to building a procedural bottle generator, so I'd have some more destructible objects.

Bottle Generator Overview
The interesting part hereby was assigning each edgeloop to a group via script, so that those get procedurally selected, instead of manually, which would only work for one specific configuration.
What I ended up doing is finding the correlation between edgeloop number and vertex numbers to define start and end point of each loop.
So the Start Point can be defined as: number of vertices in each loop ( total amount of points divided by number of loops ) multiplied by the loop number, and the End Point can be defined as: number of vertices in each loop multiplied by loop number minus 1, subtracted by one.

EdgeLoop Rule
Edge Group VEX
Those groups are then used to polybevel those edges to create a more rounded shape.
I then moved on to creating a fractured version of the bottle.

Fractured Bottle


Overall the bottle generator is very similar to the crate one, however I used some different nodes, like skin and boolean to create the shape.

In UE4 I did some quick tests with the bottles.

UE4 



2 - Brick Wall

My original plan was to use Houdini to create a procedural brick wall and then bake a few animation sequences, similar to last years destruction project. However I ran into a problem, whilst working with the Rigid Body Simulation.

Brick Wall Overview
Again I procedurally generated the brick positions based on wall height and width as well as brick height and width.

Brick Location VEX


Brick and alternating end brick locations
When I moved on to creating the animation I started experimenting with Rigid Body Simulation settings, which worked fine until I glued the wall to the floor to stop it from falling over. That's when my collision object decided to stop interacting with the wall to which I was not able to find a solution.


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