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Found 84 results

  1. During the last 3 weeks, a did some Rnd and published my results on vimeo . Some people asked me to share my files here, so here we are i hope it will help!
  2. Hallo, I am triing to make an "Ash" simulation for weeks, but it just doesnt work. I tried to do everything like in Peter Quints tutorial about the peeling effect but it doesnt work. The f@pintoanimation = 0; does not set the pinning to 0 and it is VERY annoying. Can somebody PLEASEPLEASEPLEASE help??? I would really-really appreciate it... Thanks Zac PintoanimationCloth Tear.hipnc ParticleAndClothSim.hipnc
  3. Hellow there.Is there a way to have the old cloth solver and cloth object in H16?Cause as for now, I can't find a way to drive my cloth sims with custom velocity flields with the new finite element solver as I used to do in the good old time.I am not looking for the external velocity offset thing, i know how to use it, but its effect is the same everywhere in space. What I needt to do is, let say, free falling pieces of cloth affected by a turbulent wind when they are crossing a precise area.Thanx for any suggestion.
  4. Hey there, how would you go about changing the animation/simulation state of e.g. a cloth sim? I tried the pin to animation attribute to release the cloth object from the animation; but bringing it back to follow the animation is harder. it just snaps into place when I put the attribute back to 1 in the sop solver (dops). Also does anyone know a way to mix between animations and simulations? Lets say the cloth object is meant to somehow follow the movement of a master object but also should react to some forces. Or in other words: object is moving fast = animation state; object suddenly moves very slow = simulation state; objects moves out of the frame again = smoothly go back to follow an animation. The pin to animation attribute isn't allowing 0.5 values or so.
  5. Hallo! I want to somehow delete pins that are holding cloth, but have several issues with this. In simple example, pins get "ungrouped" by solver, but everything is disconnecting (there should be green balls). cloth_constraint_delete.hip I made very simple example file (that also shows how boolcut is destructive to cloth). My main problem is from more complex scene: What I couldn't replicate in simple example, but this is what happens when I try to add sopsolver (same as in example file), that is just removing points from group. Without it - it works fine. Points are not deleted, reordered, does not change topology. Last thing is WHY I'm trying to delete those pins: This is what happens when pins from similar spot are being separated by rigid simulation (rigid bodies hidden). I'm suspecting that it's when one "cloth poly" is attached to two different rigid objects. It won't tear, it will just stretch. Any ideas?
  6. I have a question about houdini cloth. I am looking for nCloth feature 'paint input mesh attract'. Basically I paint influences on mesh then attach an animated mesh which has same topology as nCloth's one. When siming it, nCloth mesh tries to follow the animated mesh as closely as possible. Non-influence vertexes are fully dynamics. Do we have a similar function in Houdini16?
  7. Good morning people: I'm a beginner in the 3D world. My main skill is photography and I'm searching a way to integrate some kind of VFX onto my images. Now I'm trying to generate a kind of big sheet of bubble gum colliding with a head. I don't know it the Cloth collider approach is the best or FLIP could be better. I'm stuck in this part, with this setup, I need a more stretchy look but I don't know how to achieve it. Thanks for your time. Best regards, Pelayo. clothCover.hipnc
  8. I'm gradually trying to learn various of Houdini's solvers (primarily cloth, pyro, and bullet for now) and I'm slowly getting to grips with how they work individually. What I'm struggling to understand, and also struggling to find good learning resources for, are the ways to create interaction between multiple solvers. I'm interested in setups for one-way interaction (eg. pyro affected by bullet/rbd sims) but even more keen to understand two-way (or more) interactions. For example, how to have cloth and bullet (and perhaps pyro as well) all working mutually in a dynamic simulation, all affecting each other. Can someone point me in the right direction towards learning how to combine different solvers together? Are there generic ways for doing this (in other words combining cloth and bullet would involve the same understanding/setup as combining pyro and cloth), or does every solver/combination have its own idiosyncrasies when trying to combine? I found this video about combining pop and bullet solvers: https://www.sidefx.com/tutorials/combining-solvers-with-a-multi-solver/ I assume a good understanding of the multisolver is key here. But the multisolver doesn't accept the cloth solver as an input, so it seems like there must be more to it than that... Any help much appreciated!
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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!
  14. 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
  15. 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
  16. 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
  17. 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!
  18. 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
  19. 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?
  20. 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
  21. 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.
  22. 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!
  23. 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
  24. 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
  25. 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?