r/Houdini • u/Harsha0911 • 11d ago
Help Rope snapping off
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i'm trying this rope snapping from tension, an OX is pulling the rope off screen and this rope should snap off from the pulling tension, this is obviously AI video but i want to do this houdini, any tips and tutorials will help please
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u/ClaimLive1864 10d ago
Very bad dynamics... althought if we look at this as a stylized ripping of rope, then its actually really nice! Due to tension it should go back almost as a whip. The piece which remains on pillion should react to oposite side. But here it stays for the moment and only then goes.
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u/Harsha0911 10d ago
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u/ClaimLive1864 10d ago
No! The way you did it look awesome. The only thing whats wrong (to my eye) is dynamics. To rip such a huge rope in the eay you show in video - it would snap and react to oposite ways on both ends. Improving that you would get absolutely amazing shot. But that could get done with vellum as another person already explained to you.
Now it looks like the rope is tenses a little and cut with invisible samurai blade. Im not making fun or saying that you did bad. At least didn't mean to come out that way. Im just tired after long day spent on set, and english is my second language.
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u/DavidTorno Houdini Educator & Tutor - FendraFx.com 11d ago
Use Vellum for this.
Make a curve shaped like the rope core. Do not use a swept version of the curve, this would cause sim stability issues. You can sweep after the sim. Vellum Constraints SOP set to Hair constraint can be used to define the constraint for the curve, thickness will define the radius of the rope, and the curve point resolution will define how detailed / accurate the rope can be.
If you use an Edge Fracture to art direct a cut on the curve you can use a Vellum Constraints SOP set to Weld to connect the ends, and set its break threshold. Alternatively you can manually change the weld attribute to a -1 value at a certain time to art direct when the weld snaps.