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About shishkovdima

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    Dima Shishkov
  1. Wire Solver for ropes

    This is gold. Thank you very much for this comparison file. I will study it tomorrow.
  2. Wire Solver for ropes

    Will be playing with Wire Solver more. Will make some test with "wire to wire" collisions later today. Thank you very much for your tips and help with scene setups. Helped me a lot. Greatly appreciated!
  3. Wire Solver for ropes

    I am going to try Vellum for this thing definitely. I started with Wire, because Ben Watts said that he tried Vellum and it did not work for him and he went with the Wire Solver for his test. As I want to try and achieve something similar, I decided to try create it with Wire Solver too. But for now even simple test with falling rope does not work as I would expect. Maybe Wire Solver is not the best choice for soft wire/rope but in Ben Watts' and Ben Koppel's tests the wires look pretty soft and Wire Solver produces beautiful result. Though their test are centered more on wire to wire collisions. This is something I want to try next. But just to get my hands dirty with Wire Solver I decided to create a simpler as I thought example with a rope falling to the ground and it is not as simple as I expected. Thank you for the input. Appreciate it a lot.
  4. Wire Solver for ropes

    Thank you very much for the fix. will be doing some more tests. Could you please explain 2 things to me: 1. Collision types. From Houdini help it is not clear to me what are the differences between 3 types. The only thing I understood is that Global Geometric should be more precise. Do you know what the differences are and what type is best for what case? 2. When should I increase Substeps in Wire Solver vs Substeps in DOP Network? Again thank you for your time and help.
  5. Wire Solver for ropes

    Thank you very much for the example file. I tried to modify Wire Object and Solver parameters in my test scene after taking a look at your file but still getting pretty weird results. I am attaching the HIP along with the GIF preview. I would be very grateful if you could take a look. Thank you in advance. rope_test_01.hipnc
  6. Wire Solver for ropes

    Hello everyone. I was going to try Wire Solver for some tests similar to the ones that Ben Watts recently posted: https://www.instagram.com/p/Br1uOBqH8wm/ He said that he used Wire Solver for this and the result is amazing. So I started with a simple test: just a line with around 100 subdivisions which should fall to the floor. I used Wire Solver for that but can't get any remotely good results. The rope is self-intersecting and behaving strange. I used the shelf tool to create the setup and changed only the Elasticity parameters in the Material settings for the Wire Object. Set the Angular Spring Constraint to 0 and Damping to 0.001 and ticked on the Self Collide setting as they recommend in the Houdini help for wires or rope. I tried increasing the Substeps in the Wire Solver and in the DOP Network itself without any luck. The rope is still self intersecting. I also watched the M04 | Next Steps | Procedural Animation | Wire Solvers masterclass. But found nothing new ther. And of course I read help of the Houdini where they suggest increasing Substeps to get better results if there are self-intersections. Any help is greatly appreciated. Are there any resources to lean how to achieve the results similar to what Ben has in his test? Or any good tutorials on using Wire Solver for simulating ropes. I can't seem to find anything in Google.
  7. Hello everyone, The title says it all. But to illustrate the idea better, I've also attached an image, where red lines show concave parts, that have to be smoothed (simplified), and green mark convex parts, that have to be preserved.
  8. Looping points movement along complex surface

    Trying this out now. I have managed to create a couple of test paths and it works perfect. Very simple to create those paths too, thanks to the built in Projection in the Drawcurve node. And the good thing is that I can draw all my paths in one Node and post-process them all together. As for the intersections part, it is very tricky. Can't figure it out for now. Maybe will have to deal with that problem afterwords. Though I am not sure have to do it yet. One thing I can think of right now to make it procedural is to somehow smooth out the curvature of the statue. But I have to do it only to the cavities to even the mesh out but at the same time keep all convexity. Will try to figure it out. If nothing works then will be trying to fix intersections manually afterwords. Anyway, thanks a lot for the help!
  9. Looping points movement along complex surface

    To see what it is going to looks like, please see the attached image. It is not the final result, just a quick test scene with a free 3Dscanned statue. Some objects on the statue are going to be pretty big. So even if they do not intersect with the statue at the position of the points they are copied on, the may intersect anyway. Say the large box is copied to the point, which is on the neck. It won't intersect with the neck, but because it is so big, it will intersect with head and maybe back or shoulders.
  10. Looping points movement along complex surface

    First of all thank you very much for taking the time to reply. Creating perfect UVs and hiding the seams is going to be really hard I think, cause the model is 3D scanned and consists of a bunch of triangles (though I am not experienced in UV unwrapping enough, so I may be mistaken, and maybe there is an easy way. I will do a research). My other idea was to create several random distorted circles, 1 for each point, and project them onto the surface of the statue. Or draw them by hand and make them closed. Then move the points along these closed polylines using U attribute. Do you think it may work? What about intersections part? Any advice on how to better prevent the objects from intersecting with the sculpture? If I am going to create the paths for the initial points manually, I think intersections between the objects themselves is not going to be an issue because I can tweak them to avoid each other. But what about the intersection with the statue? Obviously making things dynamic is not an option as I won't be able to control them and create a perfect loop.
  11. Hello, The title may be not that clear so rather then tell, I will show what I need to achieve first and then I will describe my approach (or better say approacheS, because I have been banging my head against the wall for quite some time with this). So basically here is what I need (did this quick and dirty animation in C4D): https://www.dropbox.com/home?preview=test.mp4 Now the tricky part is that this animation has to loop. Initially I started in C4D. Made some particles crawling along the surface of the statue, cloned some primitives on those particles and applied dynamics. It all works great but how do I loop it. Simulations are are very tricky to loop (especially in C4D) so I decided to go the Houdini way and try to build procedural setup that would give me similar result. My initial thoughts of the setup are the following: - scatter points on statue - make them move with the noise and use (minpos() function to stick them to the surface), and use periodic noise so the movement can be easily looped. - every frame attribute transfer normals of the statue to the moving points, so that when I copy objects they will be aligned to the surface - copy objects onto points and make sure there transformation axis is at the bottom so that when copied they appear on the surface of the statue - check for intersections with the statue (still not sure how to approach it but as far as I remember there is a way to see if two meshes intersect or not - if they intersect, move the object away from the statue along the normal of the point it is copied onto (I think this will have to be done in solver so that I move it slightly and then check for intersections again, because the distance the object has to be moved may differ) - I still do not know how to avoid intersection between all the objects on the statue themselves ( do not have any ideas so far) For now I am stuck on trying to loop the movement of the points. I can loop them easily in 3D space but when I minpos() them on to the surface they jump from time to time. I understand why this happens but can't figure out how to avoid it. I tried attrib transfering the normals of the statue to the points every frame (in solver) and then calculating the cross product between normal of the point and vector generated bu the noise. This gives pretty smooth movement but the loop breaks of course as you may have guessed. Anyway, thanks for reading this far. If you have any ideas on how to make it work, please let me know, I appreciate any input. I have posted same question on the SideFx Forums on friday but it is still been reviewed (takes so long). Maybe I am overthinking things and there is easier way to do it say in C4D, in case you know it, please let me know. And do you think my thinking process is somewhat right? Looking forward to any help. Have a great day everyone!