Advanced Rigid Body Dynamics Using Proxy Objects in Houdini
In this Houdini tutorial, we'll examine multiple methods for accomplishing high resolution object simulation in Houdini using lower resolution proxy objects. Software required: Houdini 14.
What you'll learn
In this Houdini tutorial, we'll examine multiple methods for accomplishing high resolution object simulation in Houdini using lower resolution proxy objects. In practice, when designing effects for motion pictures, we're often given very hi-res geometry (cars, rocks, etc) and are expected to simulate them in high quantities, which can be prohibitively slow using the actual objects. By making lower resolution proxies to use as RBD objects (or from a particle sim-and-replace) and replacing them post-simulation, the process can be greatly sped up. Different methods can be utilized for simulating multiple objects, packed objects, and varying topologies (for example, we wouldn't want every rock to be identical, or a parking lot full of many copies of the exact same car). At many studios, custom software is used due to these problems. Specifically, we'll do two test cases to demonstrate all the details and trade-offs of using the various methods. In the first test case we'll make a volcano spewing out hi-res rocks and finally we'll create a 'Carnado' (a tornado hitting a parking lot of cars, throwing hi-res car models all over the place, simulated with low-res proxy cars). By the end of this Houdini training you'll have a firm grip on how to use Houdini 14 to overcome these hurdles and simulate with low res geometry but use high res geometry in the final result. Software required: Houdini 14.
Table of contents
- Discussing Hi-res Objects Using Lo-res Proxy Objects 4m
- Creating Procedural Rock Geometry 9m
- Placing Hi-res Rocks into a Useful Set 8m
- Creating Lo-res Proxies of the Rocks 9m
- Setting up the Simulation 10m
- Simulation Specifics 6m
- Swapping Hi-res Geo into the Low-res Sim 10m
- Accomplishing 'the Trick' Another Way 8m
- Finalizing the Rock Volcano 4m
- Creating the Carnado 11m
- Creating Debris Points 9m
- Finalizing the Tornado Forces 9m
- Setting up the Parking Lot for the Carnado 9m
- Setting up the Scene Cameras 11m
- Prepping the Cars 10m
- Finalizing Car Preparation 7m
- Making Lo-res Car Proxies 5m
- Setting up the Parking Lot of Lo-res Cars 9m
- Using the Tornado with Lo-res Cars 9m
- Prepping the Carnado for Hi-res Car Replacement 7m
- Finalizing Our Simulation 3m