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Found 52 results

  1. Hello I'm new here just trying to figure out how Erik Ferguson is doing these FEM solvers with these little tugs on his meshes like so/ Been trying to figure out for about a week and also trying to incorporate some rigged elements into same pipeline. Anyone have a clue? Everytime Import the Geo or trail into the solid node nothing happens or houdini crashes Thanks again.
  2. Hi all, I have a rigged character from Maya from which I did a Ragdoll sim and all is good. However now I want to do it as a FEM sim instead, to get some bulging when the character gets hit by an object. How would you go about doing this? While still having constraints on arms, etc. Thank you very much in advance. Cheers, Jonas :-)
  3. Hi everyone! trying to figure out how to adding tetra during FEM sim, i got a FEM/SOP solvers plugged into multiple solver, no prob to delete tets, but can't add to the sim... the doc says " You can change attributes and even topology (adding and removing tetrahedrons) of the object’s Geometry data using a SOP solver. The Finite element solver can cope with the simulated geometry changing between steps. " here is a basic file, if somebody can help me it would be great!! thanks by advance Best FEM_ADD_TETS.hip
  4. Hello! In this Masterclass, at 41:00, the teacher explains that fracture parts of the object can be localy modified using an attribute. So my question is about this : how do you control what part of the object will fracture? is there a way to connect the FEM solver to a voronoi attribute or anything like that? Thank you for your time!
  5. Hello! Do some of you sometimes use Fluid Force node? I want to have my fluid having influence on meshes, and I cannot manage to set the node properly. If you use another method for this, I would be happy to learn it. Thank you! leafNdrop.hip
  6. Hello guys !!! Anybody know we have any possibility for constraint FEM like bullet ?
  7. Hey guys, I tried to import a fbx from mixamo (walking animation) and wanted to add some fem, but as soon as I add it the walk animation stops, there is a way to have both things? Thanks!
  8. how would we setup fem flip interaction flip pushing around fem body? Fluid force? Does feedback needs to be enabled on flip solver? Looks very buggy this in h15.5 .565? If I increase fluid force it is pushing flip upwards? Anyone have experience with this I want to get something like this going on http://physbam.stanford.edu/~fedkiw/animations/starfish_150.mp4 starfish_v001.hipnc
  9. Hello I am trying to animate the state of the volumestiffness and shapestiffness in a FEM solver. I managed to pass those attributes from the creation object to the fem solver, but it looks like that if I animate the attribute, say for example with velocity of a driving mesh the solver defaults to the first value that the simulation starts with, without changing over time. Basically I would just like to make the FEM object harder as the velocity coming from the driving object increase. Thank you in advance M.
  10. hey everyone - can anyone help me with this please? I've watched numerous tutorials on FEM online and i've gone through numerous threads on here but i'm simply having no luck. I'm trying to get an animated character i've exported from maya into houdini and attach a FEM solution to it. Using the follow target constraint i can attach the FEM mesh to the animated one but no matter what i try and do i just end up with a mesh either falling to the floor or (as in my attached scene) just 'hanging' off the static mesh. I'm really lost here i've been banging my head at the wall for 2 weeks trying to suss this out. I've followed scene files by half a dozen guys off vimeo with scene files attached but nobody seems to have a scene file i can look at that involves an animated alembic cache. Can anyone take a look at my scene please and help me with where i've gone wrong? thanks anthony hou_alembic_char_FEM_flesh_v02.zip
  11. 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
  12. Hi Guys I am trying to make bunch of crawling earthworms using FEM in Houdini. This is my references : https://vimeo.com/53813166 I really need have control on path of each worm. My question is that how should I add path deformation to the simulation. I have tried to add it before tetrahedralizate node, but it affects on the geometry points. Thanks
  13. Hello Friends, can somebody guide me how to do plastic deformation and metalbending? at the moment i am doing the Car Crash Tutorial from Digital Logic VFX on youtube but its based on the old Cloth Solver and i think the workflow for such an effect has drasticly changed in H14 and 15. so what is the way to do effects like crushing a soda can or doing car crash deformation with the FEM Solver - how does transfering painted attributes work and simulating low res tets and transfer the deformation on a more detailed modell? best regards de heavy
  14. Hi all, I have a potentially difficult animation involving a rather extreme closeup of a tongue. I wanted to get some realistic motion, so my initial thought was to use FEM, however I'm unsure how to control the model and have the FEM simulation be a sort of secondary animation. Is there a standard procedure to achieve this? Are you supposed to animate with bones or somsuch first? All tutorials seem to be content with making things fall under gravity, which is rarely what I actually need.
  15. 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!
  16. Hi all, I'm trying to achieve the effect of a rubber glove expanding. Here's a link to a reference for the effect. I'm trying to make the palm area of the glove inflate, but the fingers remain the same size. I found a way to achieve the inflating effect on another topic in the forum "Inflate cloth with a finite element solver". This method uses a sop solver in DOPS to multiply "targetv" by time. I have painted an "expand" attribute in SOPS, to confine the inflating effect just to the palm area. However, although the palm inflates, the fingers remain completely motionless and seem to not be affected by the FEM solver. I think it is because the solvers I'm using are not bi-directional. I have attached a .hip file and glove geo for reference. Any help would be greatly appreciated! rubberGlove_v01.hipnc rubberGlove_GEO_v01.obj
  17. hey guys i'm trying to do a basic FEM test here and having a prob with attributes I paint up an attribute call 'shapestiffness' then i'm trying to pass that to dops - so i've entered @shapestiffness into the slot in the solid object node in my dop network. My understanding is that the attribute should act as a multiplier but i cant get it to work it just splats on the floor this is probably comically easy for some of you but i'm still trying to wrap my head around attributes to control objects and stuff so bear with me I've attached a super simple ball scene where you can prob see what i'm failing to do lol! anyone got a few mins to take a quick look? ta ant shapestiffness_variable_FEM_test01.hip
  18. Hey guys, I have an alembic character with his eyes "spinning" - besides of this the character is static BUT it loses the eyes animation as soon as I make it a FEM. I like to have the static object being simulated but i really need the animated one to be embed. Here's some gifs to explain it better. I'd like to have the spinning on the second one. The scene file is attached, just in case Thanks, Alvaro FEM Animated.rar
  19. Hi everyone! I am currently learning F.E.M. (after avoiding it for years ) and I would like to pin few points of a solid object to an animated position. I saw there is a number of methods (using targetP, targetV, ...) but I was unable to make them work.. The Follow Target shelf tool on Solid shelf works weird, it asks only for the constrained object (my solid object), then for the constrained points (I select them on the solid object), but that's all! It doesn't ask for the object to actually follow! For the sake of simplicity - I created this simple test with two animated spheres and I would like the solid object between them to be stretched (the points of the solid object, that intersect with the spheres should be constrained to the animation of the spheres). I deleted all the "non-working" failed constrained nodes to make it clean. Can anyone point me in the right direction? Big thanks for any help! FEM_stretch_test_V01.hipnc
  20. How do i keep deform from impact on a FEM simulation. Or what is the better way to do this.
  21. Sup guys, I've just imported an alembic from client - it's just a static object - and it's already placed a few units up from the ground. I need to give it some initial angular velocity to make it spin while it falls but, it looks like, the angular veocity is coming from the origin gnomon. Thx /Alvaro
  22. Sup guys, I've just imported an alembic from a client - it's just a static object - and it's already placed a few units up from the ground. I need to give it some initial angular velocity to make it spin while it falls but, it looks like, the angular veocity is coming from the origin gnomon. Thx /Alvaro
  23. fem

    Hi, I would like to recreate the exemple I posted below with the squeezed spheres. I duplicated spheres with a copy Sop but I can't figure out how to apply properly the Fem. I used the piece attribute but it's not working as I expect. Someone as an idea ? Thanks Charles spheres_FEM.hipnc
  24. Sup guys, I'm trying to make a Fluid pushing a FEM sphere. I've found some information about fluid force + some setting on the flip solver but the FEM object just don't move. I'm clearly doing something wrong. Can anyone help understand what's going on? Thank's, Alvaro FLIP FEM.rar
  25. Sup people, Just saw a video by Erik Fergusson (he got awesome houdini organic stuff) and I wonder how can I model something like this in Houdini, I'm always trying to figure out how to do abstract/organic stuff and I really liked this video. So my thinking (my knowledge of houdini is pretty basic): - This was animated throug FEM? looks like. The organic stuff itself: - some cilinders, duplicate, scatter some points, big dots over the cilinder for the big mass, and the small dots throug a copy sop? with stamp for randomness? if so, the scene would be pretty heavy right? - or can this be achieved through mantra materials? what I really like is the randomness on sizes and the colour palette, colour through attribute random maybe? - or maybe particles over the big form? Any input on how to get this type of form will be helpful, I could get a similar model with zbrush or cinema 4d, but since I'm learning Houdini and its becoming my main app (the more I learn the less I want to go back to other apps), I think would be a nice challenge to do this in Houdini, plus the future is procedural Thanks!