Massa
Hi guys,

I was wondering if its possible to extract some kind of data from bullet collisions to emit debris or smoke in Houdini for example.

I ran into and attribute on the bulletRigidBodyShape node called Out Collider Data, but I don't know if thats the way or how to use it. Maya's doc on this is very poor. I think this can be achieved with soup in some way, but I'm also new on it.

Thanks!
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JeremyR
I normally export the sim out as as Alembic cache node then use SOuPs attributeTransfer node and pointCloudEmitters to emit FX. Probably not as procedural as it should be but it works.
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JeremyR
Found the output you were talking about, output type is "BulletColliderData::id" - correct me if Im wrong but this refers to the object ID unfortunately and how the solver deals with collision filters at object level. This means you cant connect it through a point node for example and emit particle or fluids.

Bullet seems very incomplete in Maya compared to Houdini. As I mentioned above (with a small amend) you can just use the solved output mesh from the solver and 'fake' collisions with the attributeTransfer node. Harder to setup than Houdini but pretty satisfying once its working.
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JeremyR
Just attaching a file
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Massa
Hey Jeremy, thanks for the answer.

Just saw the example you attached and that's precisely what I needed.
I've been working with Maya for a long time, but as a modeler and lookdev artist. Now I'm getting into FX, learning it on Maya and Houdini at the same time. The node editor in Maya just seems really confusing to me and as you mentioned, a lot of incomplete features in the software.

I'll try to reproduce the nodes you did on the example in my scene to see if I can understand the logic behind it. Thanks for the help.
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JeremyR
No worries. I still dont know how the node editor works ha, I cant seem to use the click and select attributes properly but Peter is going to release a cool Smart Connect tool soon that makes the workflow a whole lot easier.

Any problems reply back.
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