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Found 108 results

  1. Color to cloth attribute transfer

    Hi guys. I'm pretty new to Houdini and I'm really unsure of the avenue to pursue achieving this effect. Essentially I have a grid with a solver changing the color of the points over time, like the infection system Simon Holmedal used in the HypervenomII spot. I then want to use this attribute to activate the cloth solver (black not affected, white affected). I really stumble at what stage in DOPs I can implement this attribute. I tried to add POP force however this doesn't work with cloth. I played a little with the multisolver node and mask input to the gravity however I have no idea how they work. If anyone could shed some light on this it would be massively appreciated. Scenefile attatched. Cheers Al Infect_To_Cloth.hip
  2. Cloth interpenetration repulsion

    Hey there, I wonder is there a repulsion parameter for cloth/FEM simulation that replicates the Push Out parameter of Maya nCloth (https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/Maya/files/GUID-6BF99673-E935-48ED-B371-C62EFD380F1B-htm.html) ? I increased the Substeps/Collision Passes, and it lessens the self penetration, but it's not perfect for a higher cost. I want something that pushes out the cloth when it penetrates itself. Scene included below. Thanks ! cloth_wrap_around_object_test_#1.hipnc
  3. Hi, Has anyone else noticed that the cloth collision radius has no effect on actual collision distance? No effect on cloth to cloth or cloth to other collider types. I would appreciate a confirmation and of course a workaround if anyone has managed to find one. Thanks
  4. Hello Shortly: How to update cloth every frame based on changing topology? I'm trying to make cloth burn effect using spreading attribute to delete polygons, however I can't get the cloth to update simulation every frame based on deleted polygons. I've been trying to use multi solver for that. Everything is fine untill the very moment when the polygons are being deleted, the simulation of the cloth stops, and the only thing that is happening is the deleteing of polygons. I've found a thread from a few years back of someone who has been doing the same effect, with the same problem, but the answear that seemed to work for him doesn't do it in my case, here is the link to that old topic: link. I also attatch the .hip file of my set up, I added some notes so it would be clearer. I've spent a lot of time playing with diffrent options of the multi solver and sop sop solver but I'm stuck. Any help would be greatly appriciated. 02_cloth_tear_prob.hiplc
  5. Hi everyone - been fairly quiet on here of late due to work and life being a bit hectic! anyways i'm looking to achieve a cloth simulation on my Deadpool character. I've modelled the character in maya to a fairly decent resolution overall. He's textured to a fairly decent quality too. But i want to push it and achieve some cloth simulation if i can on him to get it to a further level visually. This wont be for all shots but if i could achieve it on some slow motion shots that would be epic! heres my thought process... obviously with him being animated i want to fire out an alembic cache from Maya to Houdini. i may need to potentially remesh it so there are plenty of triangles? Then assign cloth parameters to my mesh. but he'll need collision geometry inside possible - so its likely i'll need to setup that geometry in maya and export that as collision geometry too? Hopefully with some time spent on decent sim quality i'll get some nice crease results around the joints ? then i'm stuck on how to deal with various bits around his body - stuff like the leather strap that holds his swords on or the arm braces. Then of course the belt round his waist. I then need to get this back to maya for rendering in vray so i reckon alembic export afterward should help. I should be able to find a way to preserve uvs. My texture is a simple drop-on - one shader does it all! Is this all a bit brute force do you think? I'd love to get some thoughts from you chaps If theres any of you VFX gurus out there in film studios that could offer me some advice? If you worked on the films or other stuff all the better lol! Thanks in advance hope you like what you see below Ant here's some screenshots.. UDIM texture layout... Should give you an idea of the mesh resolution... to give you an idea of what i'm up to you can check out this teaser here. I'm planning alot more than this teaser shows off and some expected Gore and guts so there'll be some amusing tomfoolery with FEM and grains for @Farmfield to have some lolz with hehehe
  6. Hi guys, So as you can see from the question I am a Houdini newbie, and I just can't figure out how those nodes work... What I mean by that is that I don't get what I should plug into the inputs of the nodes and in what order. I think I got the cloth capture right (untitled.mp4), but the problem is going on from here. Just to clarify I want to use a low res cloth sim to transfer it on high res one. Sorry for the very basic question but I couldn't find answear anywhere. Cloth_capture.hiplc
  7. Mesh Trail Clothlike Effect

    Hey fawkes! Any Ideas on hot to achieve something like this? Been thinking about using some emission group with a POP and some trails. My doubt is how to mesh the stuff and give it the subtle cloth dynamics. Maybe a Geometry or Point Vop with a noise. How about UVs here? Any Ideas? Cheers!
  8. Problems with Cloth and SOP Solver

    Hi guys, how you doing? So, I need some help I'm trying to do a cloth simulation, where a SOP Solver inside of the DopNet drives the cloth tearing at some point of the animation. But when the SOP Solver begins with his magic, the simulation goes crazy and and stop for some frames, giving me a wrong result I'm putting the hipfile here, with a video showing the problem as well. All suggestions are welcome OBS: I'm using Houdini 16.5, and I've tried to do the same sim on version 16, but the sim time jumps from one hour running in an i9, to more than 15 hours (and I didn't wait to see the result) Sorry for my bad english, but this thing is driving me crazy https://youtu.be/lWGcH7p2nmg link for the download of HIP and other geometry https://www.dropbox.com/s/sd3iq7qa5fxz0vm/cloth_problem.rar?dl=0
  9. So I have this great cloth sim. but it has this small, high frequency noise that I can't seem to filter out without drastically changing the sim. My current working approach is to take the position into chops and filter it using a gauss filter and spit that data back out. It works reasonably well but as you can imagine it does drastically change other aspects that are working. The frustrating thing is that the noise is so easily visible and stands out so completely that I'm sure there is a way to isolate it but I can't seem for the life of me to thing of an approach. any help or suggestions would be greatly appreciated.
  10. Hello guys. So, I'm feeling really dumb here. I have two edge groups, tear and tear_poly. All I need to do is to create a third group with the intersection of the first two. But I dunno why, nothing is happening. I'm doing a simple setup for cloth tearing using edgecusp sop. I already did it before, and it works like a charm, but I dunno why, the group intersection is not working I will put the hipfile and the original geometry to download, with a brief video showing the problem. Any thoughts? https://www.youtube.com/watch?v=5oDvBQ5AWcs&feature=youtu.be cloth_honda.rar
  11. Hey, I'm trying to create a Sail and Mast rig so I can smash it up with cannon balls. I've got a cloth sim constrained to the pieces of a RBD fractured object making up the woodwork for the mast. I can get the cannon balls to collide with the sail and mast and get the sail to tear right, but the canvas won't pull on the RBDs like it should; they just stay still like they're static objects. Everything's set to mutually affect so I'm not sure what's up. The woodwork is also set up with Fracture Params so it will break but that doesn't work either... Thanks in advance, J JunkSail017.hipnc
  12. Inflate with SOP solver

    Hey all, I'm inflating spheres by using a cloth simulation and SOP solver to increase targetP by normal direction over time. That works great. My issue is, as the spheres inflate they don't react to the force of neighboring spheres pushing against them. You would expect as they push against each they move apart. Right now they act like they're balloons glued to a wall. Any tips for how I calculate the new inflation force to feed back in to the dynamics? Screenshots and .hip attached in case they're helpful to anyone. Thanks for any help! cloth_sop_inflate_01.hiplc
  13. Constraint RBD to Cloth (or Grains)

    Hello guys, How can I attach a rigid body object to a piece of cloth? I'm a bit lost on this. I tried cloth and also pbd with no success, now I have no idea on what i should try. There's a file attached (using grains). It's a starting point if anyone can give it a try. Cheers - Alvaro rbd.to.grains.v1a.hiplc
  14. Detailed cloth?

    Hey magicians, I saw a cool animation and I was wondering how to achieve this effect, is this made with cloth + constrains?, love the detailed look on the rugosity, any tip will be great! Thanks!
  15. Grains cloth - bend resistance

    Using grains for cloth is extremely fast but since it’s not a fully fledged cloth solver it lacks control for creating realistic cloth sims. There is only really self collision and a basic stretch resistance through explicit constraints (through to avoid stretch you have to put constraint iterations very high..), but it doesn’t seem like there’s any concept of bend resistance in the explicit constraints. Does anyone know of a way of creating bend resistance or faking it somehow?
  16. Crowds with Marvelous Designer

    Hi guys I'm wondering if it's at all possible to use an animation cache from Marvelous Designer as part of a crowd agent. I've animated a character to run in place and brought him into marvellous designer so I can record some clothing animation; however, after I export it from MD and bring it into Houdini as an FBX file it loads in both meshes but only retrieves the running animation and not the clothing one. If somebody could help me with this it would be greatly appreciated. Thanks, Jason
  17. hi, I try to do a simple cloth animation on my character but I cant quite get rid of these bounces that my cloth object does after some time. As you can see in the first part of the animation everything goes well and in the second part of the animation the cloth freaks out somehow although the movement of the character doesn´t change so much. Does anyone with some cloth experience have some tips for me? Sub Steps in the Solver are at 16 and I cached out my collision geo with substeps. Thank you. Jon cloth_flipbook.[1900-2300].mp4
  18. My 3 year old work, most of tasks was done in Houdini.
  19. Hi guys, I have this very specific case where i'm applying and extrude to a ripping cloth. Everything works fine but I have no idea on how to apply UVs to this kind of geometry. Since the mesh is animated, this is what happens when I apply an UV Layout: Any tips would be very welcome - Alvaro Odforce.uv.hiplc
  20. I'm trying to simulate cloth interacting with an animated file cache. The cloth sim is pretty much from the shelf tool and the collider was set with the surface collider shelf tool. the collider is poking through the cloth. im having trouble finding which parameters to change to stop the interpenetration. i've increased the substeps by a lot but this doesn't seam to have an effect. any suggestions would be appreciated.
  21. Partial collision detection

    hey, little problem here. I have a piece of cloth made out of grains. Its colliding with an object. Here I use a collision detection in combination with a collision behaviour. The collision detection shall only detect a few polygons of the whole object to stop the motion there. Referencint the polys in dops. Its giving me a correct collision guide but during the sim it keeps ignoring it. Insteat it freezes the grains along the whole 'main collision object'. So that are the areas to collide with, just a few squares.
  22. Peeling Effect Houdini 16

    Hey all, Im trying to get a peeling effect on an arm for a shot I was asked to work on at school. I looked all around and found some different techniques to use but when set up completely nothing works, if anyone has any idea if some attributes changed in H16 or can look through the Hip and tell me what I'm doing wrong that would be fantastic. shot_48_02.hipnc
  23. Cloth/FEM and RBD/Bullet interaction

    Hi I've been searching the forum on this topic but didn't find much. Is there a way to get a somewhat correct collision behavior between the cloth solver and the RBD solver running parallel in the same DOP network? I've a bunch of cardboard boxes that's suppose to stack on each other. I'd an idea that the cloth boxes that had come to rest would switch over to be a RBD objects instead, to optimize the sim. But first I got to get the solvers to interact. Any ideas? A simple test scene with the setup is attached (without the switching stuff). Thanks / John Edit: Ops double post :/
  24. Hi I have to work on and animated piece of cloth where the individual square pieces are docking into the animation. How would you go about the rendering? I got an attribute that separates bright pieces from the dark ones. Can call that attribute into the shader but need more variation. Would you use a for each loop to iterate over each piece in order to apply e.g. individual uvs for each piece? The material should be very sparkly on some parts.
  25. 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
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