Jump to content

art3mis

Members
  • Content count

    882
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won

    5

art3mis last won the day on October 7 2018

art3mis had the most liked content!

Community Reputation

46 Excellent

2 Followers

About art3mis

  • Rank
    Houdini Master

Contact Methods

  • Website URL
    vimeo.com/bachalo

Personal Information

  • Name
    Jim
  • Location
    here, there
  • Interests
    film making, cinematography, unity 3d, motion graphics, VR
  1. Ended up doing 2 separate solves and merging AFTER the simulation. Not ideal but in my case I can get away with it because my Layer0 clothing hugs the surface of my collision geo and doesn't really interact with the Layer1 clothing.
  2. Darn. Yeah tried throwing the wrangle inside the Solver but made no difference.
  3. Thanks. However I believe there is still the issue of the 'Self Collisions' toggle on the actual Vellum Solver overriding anything defined in a wrangle further upstream. Guessing this requires 'hacking' the actual Solver?
  4. Hi Have a Vellum network with 2 pieces of geometry draped separately, then merged and input to a single Vellum Solver. The problem is that I want ‘Self Collision’ to be only enabled on 1 of these merged geos. How would I accomplish this?
  5. Interrupted Simulations

    Thanks guys! Need to revisit the documentation on the difference between .bgeo and .sim files. The VellumIO SOP doesn't seem to have CheckPoint options. Will look at changing my workflow, perhaps with Cache SOP or... No I usually never change the Start Frame on the actual Solver node.
  6. I often find myself interrupting a long simulation just to ensure everything is working as it should. But then when I try and finish the simulation by specifying the frames where I left off, I often find that I am recooking the same frames, starting at frame zero. For instance I interrupt the simulation at frame 100, then in the Cache or Vellum IO SOP specify the start frame as 101 and end frame as the last frame in my sequence. Then a Save to Disk shows that I am recooking frames 1 thru 100 instead of starting at frame 101 as specified. Why, and how do I prevent this from happening?
  7. Does anyone know if there is a way to either modify the existing ffmpeg mp4 video output or add additional codecs? The problem with the default mp4 output is that the resulting video doesn't allow frame br frame scrubbing which makes it somewhat useless for testing IMHO.
  8. Redefining vellum properties on specific frame

    Thanks. Appreciated
  9. Getting a strange Vellum Weld seam issue. The connections between 2 weld seams are criss crossing. The number of points match on both seams and I also tried changing the Cycle value on each seam. Anyone know how I might resolve?
  10. Redefining vellum properties on specific frame

    Thanks. Beginning to think i should be doing Vellum entirely in DOPs moving forward...
  11. Hi Using a Paint SOP to redefine Vellum collision properties on part of my collision mesh but I need this to happen only after a specific frame in my sim. Should I be doing this via vex in a Point Wrangle or...?
  12. Thanks Never understood purpose of Weld Frame delay unless used in conjunction with Inflate Collisions. All the examples I’ve seen have the Weld delay set to frame 0 or sometimes 1.
  13. Thanks so much guys!! After studying Sara Rascon's THUG presentation files for the flamenco dance I was convinced that the only solution was to use a PintoAnimation technique that she used after each draping process. However could not get it to work even after hours of trying! I did however learn a TON about proper Cloth Constraint settings...my very rough understanding of Bend Stiffness for instance is .1 = starched collar, .01 regular cotton blouse or shirt and .001-.005 for silk shirt or blouse. And to enable plasticity only for certain materials like denim.
  14. Thanks for the feedback! And no I have no problem uploading files which I do all the time. In this instance haven't had time to simplify my original file enough Attached is a bare bones example based on Atom's original file using my first 'naive' approach of simply merging the results of 2 drapes before feeding to a Vellum Solver. The result is the exploding geometry during the final solve. ap_basic_vellum_drape_vest_Layers.hipnc
  15. Funny you should ask Yes have watched it now going on 3 times and have even tried replicating her network, albeit on a much simpler scale! There is something fundamental I am missing. She uses a PinToAnimation technique after a drape on the same network. Am going to continue trying to deconstruct her example to see where I am going wrong. Noobini, thanks but does each layer also have its own drape?
×