This week’s task is how to use two different solvers together. On the basis of the previous study, I learned some new knowledge points, including the use of rigid bodies and particles at the same time to make an effect.
particle
Show particles-How Houdini draws particles and broken points.
Dots-draw dots as uniform dots, controlled by dot size (in pixels). In this mode, the near and far points are drawn at the same size.
Pixel — draw the point as a single pixel. This can be useful for very dense particle simulations.
Line-Draw particles as stripes. This only affects particles (disconnected points are drawn as points).
Disk — Draw particles as solid circles, with the radius controlled by the size of the disk (in world space units). In this mode, the particles are drawn as actual geometry, so the closer particles appear larger than the far ones. This only affects particles (disconnected points are drawn as points).
Show sprite — If the particle has sprite attributes (see sprite node), draw the sprite image at the particle’s position.
Point size — When the displayed particle is a “point”, the size of the particle and the unconnected point (in pixels).
Disk size — when the displayed particle is a “disk”, the size of the solid circle (in Houdini as a unit).
Create node
Circle
Vdb from polygon
dispersion
Voronoifracture
Exploded view (for visualization)
Conversion
Empty (rbd_packed_source)
Add Popforce and Multisolver so that the fragments will fly
Add more details, add scatter points and merge them.
Choose to delete the geometry but keep the points-this will destroy all polygons, NURB and other primitives, leaving only the points intact.

final
