Houdini - Rigid Body Sim Test

Today I built a little destruction test using rigid bodies!
Here are the different tools I used while following along with THIS SideFX tutorial.


Shatter (shelf tool) & Exploded View (geo node)
First I used one of the test geometry objects  and applied the Shatter shelf tool to it. This cuts the geometry up into seperate pieces. To see all these different pieces/chunks you put down a geometry node called Exploded View, forcing the chunks to break apart.
To up the number of chunks created just go into the chunkcenters scatter node and up the Force Total Count.

RBD Objects (shelf tool)
Making sure the object is above the ground so we can drop and smash it, then we need to actually turn this into a rigid body. To do this you have to go to the Rigid Bodies tab, then use RBD objects to turn a selected object (our test geo) into a rigid body object.
This will create the AutoDopNetwork that contains our Rigid Body Solver, turning our geo into a rigid body.
The solver allows you to simulate motions and collisions as if they were hard objects.

The initial effect of this is pretty boring, the object will just fall due to gravity. What we need is a collision point and for this we used a Ground Plan (found in collisions tab).
We can mess with the velocity of the falling object inside the AutoDopNetwork in the testgeometry node, making it fall forward instead of just straight down.

Glue Adjacent (shelf tool)
Now we need to glue the object together so it doesnt shatter before the impact with the ground plane.
To do this we will use the Glue Adjacent shelf tool.
Once you do this some more nodes will be added to your network inside your AutoDopNetwork:

Now when I first did this I had a problem where once I "glued" my object, it would no longer break apart when it hit the ground.
After some digging I discovered inside the 'glue_constraint' node (Glue Constraint Relationship) that the 'Strength' was automatically set to some strange number. Strength is used to specify the strength of the glue bond, so once I set it back down to '1' this issue was fixed and my object would shatter on impact properly instead of weirdly bouncing around as a solid.

This was just a basic test to get a feel for how some of these tools work, and was my first foray into rigid body simulation. Breaking things is fun!

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