- Elizabeth House
- Feb 16, 2022
- 2 min read
I moved forward just a bit in my simulation process (skipping the ziplining lego figure for the moment) and started working on the balloon pop for the rubber ducky. I found an excellent tutorial that briefly runs through the process for "fracturing" vellum here and applied the same principles to my own balloon. I first used an edge fracture node on my balloon geometry and output the new points group so I can use them later.

I then used the vellum balloon configure node in Houdini to set up the basic simulation, which essentially treats the mesh as a soft body and applies pressure inside the mesh so it looks inflated. I then sourced the new points group from the edge fracture node into a weld constraint and scaled up the breaking threshold so the mesh pieces would hold together. I then created a point group for the points at the neck of the balloon and added a pin constraint so the balloon would look like it had been taped up and wouldn't fall to the ground.

Within the vellum solver, I needed to output several attributes in both my vellum cloth node and in my weld node. In the initial cloth node, I output both the stretch and bend attributes so I could control through constraints how the balloon pieces behave after the pop. I also changed the scale type in the weld constraint to scale by attribute rather than value and used that in a geometry wrangle to control what frame the breaking threshold would drop and allow the balloon to pop.


I also added a couple of popforce and wind nodes to push apart the mesh pieces and add more disturbance by linking their activation to match the frame the break threshold drops.

Here's a preliminary result. It obviously needs fine tuning and some tinkering to get the pieces to rest upon landing instead of fluttering around, but I decided to use this just to test out if the rubber ducky on top would work.
All I did from here was cache out the initial balloon pop with a vellum i/o node and then read it back into a separate geo container in Houdini using a simple file node. I then set up a simple RBD simulation with the rubber ducky sitting on top of the balloon, which I made a static object, and adjusted a few of the physical properties and collision padding to be a bit more accurate. Here's the result.
Like I said before, it needs a lot of TLC before it's ready to be locked into place, but I now have peace of mind that my initial idea will work; it's now just a matter of getting the behavior and shape I want from the balloon with my preexisting constraints.









