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Found 76 results

  1. Hello, In Houdini 16 is there a way to add a spring constraint to a Coth object. Want to simulate rope/cable anchors. A standard pin constraint with Soft doesn't feel like the cloth is tied down by rope and would also like to have that Max length parameter. Alternatively, if I can use a Wire simulation to be used as a spring constraint that would also work. However, my attempts at doing this have been disappointing. Wire sim would either become the dominate force by pulling the cloth down like a lead weight or the cloth with pull the wire like taffy, And large values were used in the wire setting to no avail. Any thoughts? -Thanks
  2. Hi i have a grid cloth and i would like a group of points >prims (those straight in the middle) to be much more stiffer and less propense to bend than all the rest. it doesnt work im doing something wrong anyone can please take a look to my file? bendstiffness_attribute.hipnc
  3. Hi anyone knows how to achieve this effect? I tried using cloth and sop solver, where in sopsolver I use peak sop that shrinks geo every frame, but how to make it stop when it reaches the collision geo? Thanks Janis
  4. Has anyone successfully gotten the "External Velocity Field" in the Drag tab on a cloth object to work? The docs indicate: "You should not use the Wind Force DOP or any of the other forces in DOPs because they will generate inferior results compared with the Air Drag model." So I've been trying to pass in a velocity volume, and dutifully using the Drag External Velocity Field slot as instructed, but no matter what I try, I can't get the cloth to respond. At first, I thought all I had to do was reference the velocity volume directly from the EVF slot, with some sort of syntax: /obj/volumeObject/volumeVelocity1:vel or some such. Failing to get that to work, I searched for example files, and all I found was a Wire Solver example (the Wire setup has a similarly named EVF slot), wherein the velocity volume was loaded into the DOPSolver via a SOP Vector Field DOP and attached to the wire. The EVF field was left at the default "vel", and the velocity volume was named appropriately (vel.x, vel.y, vel.z). But trying the same thing with the cloth solver still gives no response. I've attached a simple file that indicates what I thought the correct setup should be. What am I doing wrong here? test_v2b_clean.zip
  5. Hi, I'm wondering how to go about creating a static shape of a stretched cloth/rubber sheet. Something like this: I've got an overly complicated version working where a set of points are constrained to primitives belonging to another geo but I suspect there is a way define pinned points and everything else is under some stretched force? Maybe initial state or rest geo is just a smaller version of itself? Thanks heaps!
  6. Animal Logic (Sydney) are looking for experienced Houdini Character Fx Artist and TD's Applicants can apply here: http://www.animallogic.com/Careers/Jobs (Sydney -> Senior Character FX TDs – Peter Rabbit) We are seeking High Mid + Senior Character Fx positions Basic Details/Requirements: Artists will be Responsible for the generation of shot-based, skin, hair, feathers and cloth within Houdini. Production experience in television commercials, film or animated features A very good understanding of Houdini, ideally specialised in the following sub disciplines Cloth solvers (Houdini's own solver or Carbon cloth plugin) Wire/Hair solvers (DOP and SOP workflows) Vex/Python scripting Skin deformation techniques Creation of Digital assets thanks for looking Miles
  7. Hello Guys, I am doing a shot in which there are cardboards on the wall in the hallway. I want the pieces of cardboards to fall as if the force is coming towards camera. I was able to do the simulation Fractured object and rigidbodysolver a with point activation. But it doesn't give feel of cardboard. I was wonder if there is any way to activate pieces of cloth using the "activeValue" in dopnet? I have uploaded a example file for the activation. Please let me know if there is any similar technique to control cloth object. Thank you. cardboard_fractured_object_v002.hipnc
  8. Hey guys, I really need some help here, I'm in the middle of a project and can't export the simulated cloth with proper UVs (exporting it as alembic / must work in Maya) Here are some statements about the situation: - if I export the grid mesh, with no simulation, the UVs are read correctly outside of Houdini; - if I export the simulation, directly from the dopimport1 node, it doesn't work outside of Houdini; - the UVs are ok when I import it back to Houdini (and unpack the geometry); - the cloth is gettin' ripped on my original scene, this way I can't use an attribute copy to get the uvs from the original mesh (since it's point count is changing); - If I import it to 3ds Max, it work's at the first frame but as soon as I run the timeline it get id of the uv. I can get the 1st frame uv to stick to the object if I add an Unwrap UVW modifier to it. Tried to export it from Max to Maya but it doesn't work; I did a quick test here in a much simplier scene, with a plane only and get the same problem. The scene file is attached + 2 exported alembics (with and without simulation) Thank's in advance Cloth Problem.rar
  9. Hey guys, I'm struggling with the fem solver. Basically I would like to create a realistic looking cloth sim for the sails of a ship. Unfortunately I just can't get it to look right. The wind force deforms the object like animated noise insteat of adding variable velocity. I fit01ed nearly every parameter on the wind force or uniform force but it keeps looking like jiggly gum, not like cloth floating in the air. Can anyone show me an easy example on how to achieve something like this? https://vimeo.com/136480165 [vimeo.com]this is how my gum looks like: https://vimeo.com/197677800 [vimeo.com]Thanks!
  10. Hey, still playing with the FEM cloth model in Houdini. Found that applying forces through the drag model works much better in terms of simulation quality. So I generated some vel field in sops and imported it into dops. Unfortunately the velocities aren't affecting anything. I took the sails asset from orbold as an example but still something isn't willing to wor. Hope someone has got an idea. Attachments: vel.hiplc
  11. Hi, I was searching for a better way to simulate cloth like sails or flags and ended up using the grain solver. It gives me some pretty nice results compared to FEM. I also can pin some points down with a mass attribute but can't pin the stuff to an animated object. Any idea how to do this?
  12. Hello, I am trying to make the sails and flags on a pirate ship blow with the wind (that is blowing in the -Z direction). But no matter what direction I put in the velocity parameter in the wind force node, the cloth only blows in the X direction. I thought at first the issue had to do with constraints or maybe one of the cloth parameters but I've played around with almost everything and I just can't seem to figure it out. Can anyone help me figure out what's happening? boat_resized.obj boat_flags_03.hipnc
  13. hello all, is somebody has solved problem like this, when i substepping the simulation into 10 substep on the dopnetwork, then setup the step playback frame into 0.1, then i write the cache with step 0.1, i got error number sequence. i had try with freeware for batching rename, but still didnt get the patern number because every 10 frame, the lenght of the filename was difference. its okay if the range under 100 framets but my frame above 3000 fame, its paintfully if i manualy rename the file. is there anyone ever had solve this case? thanks all.
  14. Hi, I'm looking to create a paper cloth simulation for papers that twirl over the street blown by a slight wind. (like tumbleweed) I was thinking to simulate spheres with RBD and use these points to drive a cloth sim. But I can not get that interaction to work. The cloth object is not updating the position every frame. So I was thinking of using a constraint network. Has anybody got experience with this kind of simulation? Or other approaches I could use? Thanks!
  15. hello all, i want to achive the object fracturing with cloth, but when i input the sop solver on the dop simulation to read and animation the pintoanimation, the simulation break and error on frame 6, is there any know why this happen, im follow peter quint tutorial bythe way. thanks all, hope some one can help me with this. i attached the hip file. tireMorphing3_fracturingCLoth.hipnc
  16. hey guys its just a quick question - i have a simple ball... quick vor fracture on it, remesh, make it cloth object. enable fracturing/tearing. I have it being crushed by another object and i was sort of expecting the piece to move outward as crushed but its not really doing that in fact it isn't really tearing either. Is there a force i can apply in dops that i can animate maybe that would try to 'expand' the cloth or push it outwards more so the pieces sort of rip apart and outwards if that makes sense? there's impulseforce i think but i'm not really sure what others i can use to try and urge this thing to split as its crushed? thanks! ant
  17. Hello! I'm quite new to Houdini - still trying to grasp some concepts. I need to create falling leaves simulation. I have been trying out different ideas but have some questions: 1. Is it possible to have normal/tangential drag (like in cloth objects) for RBD objects - to have some sort of aerodynamic effect ? I would like to use RBD to simulate a lot of leaves faster as I don't need soft deformations. Cloth sim gives very natural falling motion with normal drag active, but is very very slow for several thousand leaves. 2. I am creating my geometry using simple copy on scattered points and then doing Assemble to create individual leaf names. Partition to group them by name. Then feeding it all to DOP. The question is - what would be the best approach if I want to remove from simulation all the leaves which have reached certain condition - i.e. they have collided with the ground (or some other condition - i.e. leaf velocity is 0 for last N frames (For cloth it would be average velocity of all leaf points)). I need to keep the geometry around and render it, but I would like to remove it from Cloth/RBD simulation to speed things up. How are this kind of problems usually solved? Is it possible to remove objects/pieces from dynamic simulations?
  18. Got this file here.. can someone set it up so the pieces that are ripped off by the colliding sphere are affected by gravity. The sphere that is being hit is supposed to stay in place like being static, but get ripped to pieces. CLOTH_CRASH.hip
  19. Hello guys, I have this simple scene with a cloth (grid) pinned on all 4 corners and i'm trying to make it interact with an RBD Sphere. Can anyone give me a tip on how to achieve it? Right now the sphere is just passing through the cloth. Thx in advance. Alvaro
  20. Hello Houdini pandits and Gurus, Well i am looking to make a cloth based confetti setup. But the setup that i make is just based on particles and i want to push it further ahead from that. I don`t know how to bring cloth solver in particle. Please help me Confettir002.hip
  21. finite elements

    Hey Guys, I'm trying to create a stiff look to my finite elements, using a solid object and embeded geo and also using a hard constraint to attach my geo to an animated one. Everything seams to work fine, except for the look I'm going for, whitch is a stiff look. I've tried all the presets that the solid object gives, but it seams like nothing is working for me, it always give me that jellow look! Any idea of how to make it look stiff. Thanks!!!!!! Mook
  22. Hey all. I tend to read these sorts of forums a lot but never actually contribute anything, so I figured I should change that. Here's a somewhat lengthy write up of an approach to peeling paint off of a wall: http://www.pixelninja.design/paint-flakes-in-houdini/ I haven't been using Houdini long (only a couple of months) so there's probably much better ways of doing this. If so, let me know! Hopefully it's easy enough to follow along with. Blog/tutorial writing isn't something I generally do, so if you've got any feedback I'd love to hear it. Edit: added a hip file as per a request paintFlakes.hipnc
  23. Hi guys I'm doing a cloth simulation and I have some problems with collisions as you see in the image. I used volume sampling for collision and it is too heavy and doesn't make a difference so I used a proxy with surface method. I can't send the hip but this is my settings for cloth solver: Min Substeps: 1 Max CollisionPasses: 2 Can you guess what is the problem? Is it collision subdivision or something else? Thank you in advance
  24. Hi, I'm wondering how to get more control over a cloth simulation based on the finite element solver. Like adding a velocity field or something or using attractors? The goal is to direct cloth objects that fall by gravity but I want more control of where they fall and how they move. Thanks!
  25. Hey guys, I am trying to have a folded letter or object and then unfold it and tangle a bit. I included my scene and i also have a folded position of the letter. I want to achieve an unrolling cloth effect similar to this tutorial for Cinema 4D but using the letter in my scene Thanks in advance, Valentino DENIM_JULY_V01.hip