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anim last won the day on October 28

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About anim

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  1. Switches and loops

    if you want to process them separately and save as different files anyway, you can just use Wedge SOP and control switch value with $WEDGENUM variable, then have any sops after switch to process your geo and ROP Geometry Output (referenced in wedge driver) that will save your geo with path varying using $WEDGE variable https://www.sidefx.com/docs/houdini/nodes/out/wedge.html
  2. Vellum Cloth and String weld

    you need to have single Vellum object, but they don't have to be merged in sops, you can use Vellum Source to source your cloth and string separately cloth_and_string_01_fix.hipnc
  3. Vellum Weld Break

    it's because when you weld, there is no stretch constraint created, just optional bend constraint and because Vellum Constraint Property acts on constraint primitives contained in Constraint Geometry data, since welds are not constraints, there are no weld constraint primitives to set breakthreshold to your wrangle acts on Geometry and therefore cloth points directly, which is exactly the place where weld attributes like breakthreshold, weld and breaktype live
  4. GuidedWrinkling example and Vellum

    Yes, you'll additionaly need Cloth constraints for surface polygons and keep distance and tet volume constraints acting only on tets
  5. How to Calculate @w to Aim RBD Object

    packed rbds indeed work with v@torque, try upping the Torque Scale multiplier if you are not seeing any results also make sure sleeping is off if this is the only force acting on them
  6. How to Calculate @w to Aim RBD Object

    not sure if you are taking this as a VEX exercise, but if not, you can use POP Look At to easily do this
  7. Vellum Inflate From Flattened State?

    what MAX seems to be doing (along with others, Maya, Marvelous) is simple old school force along N you can easily implement it in Houdini, and while it's not a true pressure it creates an impression of inflating and even air leaking not specific to Vellum, you can use this with FEM too and while a tiny wrangle is needed I wouldn't call it jumping through hoops here is an example similar to boxes above ts_N_pressure_force.hip
  8. correct, that LPE is for true, pathtraced caustics if you are talking about biased pointcloud caustic light, then I'd assume it would be accessible as direct lighting pass from specifically labeled caustic lights like adding LPE Tag to your caustic light and name it somehow, like: 'caustics' and then something like lpe:CD+<L.'caustics'> but it doesn't seem to work, neither does more broad lpe Beauty (lpe:C.*) that should capture everything, so I'd assume it's not straightforward to isolate those using LPE currently
  9. something like this lpe:C<RD>G+L
  10. try this for all but coat lpe:C<...[^'coat']>.* or all glossy reflections but coat lpe:C<RG.[^'coat']>.*
  11. Vellum's 'cloth target strength' equivalent ?

    can you post the scene?
  12. Vellum's 'cloth target strength' equivalent ?

    it's for blending rest attributes of the constraint geometry using the geometry of the third input (or provided SOP if using DOP version) literally serves the same purpose as FEM's or Wire's Rest Geometry so to morph pighead to squab it would require both to have the same topology and you 'd need to have some constraints (like cloth) on the pighead already, then plug first 2 outputs of the vellum constraint to vellum rest blend and squab to the third, then you can tweak how much the constraint rest attributes will try to match the squab shape (again, has to have the same topology) to blend over time you may want to use DOP version sorry, cant post file, don't have access to H17 at the moment
  13. Vellum's 'cloth target strength' equivalent ?

    if you set Pin to Target constraint to Soft, then you can control the strength by Stretch Stiffness (for soft position type) and Bend Stiffness (for soft orientation type) it's also present within cloth/hair constraints where it's called Pin To Animation if you however want just shape changes and not necessarily constraint your geo to a specific locations you should use Vellum Rest Blend SOP or DOP which allows you to update rest state of the constraints and therefore force your vellum object to try to assume that shape
  14. fit UV into 0-1

    you can also just use UV Transform SOP: Transform Order: Trans Scale Rot Translate X: 0.5-$CEX Translate Y: 0.5-$CEY Scale X: 1/$SIZEX Scale Y: 1/$SIZEY Pivot XY: 0.5
  15. you can use preprocessor macros for that https://www.sidefx.com/docs/houdini/vex/vcc.html#pre-processor for an example you can look at houdini/vex/include/subdcurve.h file