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About Zigmund

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    Ziyaddin Geyushov
  1. Vellum Balloon questions

    Yes, I want to make initially deflated balloons that will be inflated and as a result collide with each other, that's why i decided to make a vellum sim. I added pin to target constraint be low stiffness, but balloons still try to fly away. Funny thing, it looks like it is no a whole balloon moves somewhere but a certain area of the balloon that is pushed from the inside and pulls the rest of the balloon...
  2. Vellum Balloon questions

    Hi everybody! I'm trying to make balloon letters as on the picture. Unfortunately I have a couple of problems. First, it seems pressure constraint distorts balloons in a weird way and forces them to fly away. Second, I can't get such wrinkles, while the balloons look fully filled with air. Here is the file: BalloonTest.hipnc Thanks in advance!
  3. Vellum Cloth Collision

    Tweaking the resolution didn't help, but turning off Volume Based Collision Detection finally solved the issue. Thanks a lot guys! Just a general question, why Vellum doesn't like volume based collision?
  4. Vellum Cloth Collision

    If you use vellum SOP solver, it has static deforming object in it, which works. Instead I used RBD objects set inactive. The idea is to transfer the transform in DOPs, so no need to load it every frame.. In case where I have many colliders, I used RBD fractured object to transfer the transform to each colliding object separately... VellumRBDtest.hipnc
  5. Vellum Cloth Collision

    It is already unpacked... Please check the file i provided as u asked;)
  6. Vellum Cloth Collision

    Hey, Noobini, no need to be rude. Here is the file. Freezed the draped cloth so no need to drape them again. Your case doesn't have RBD fractured object as a collision. I did it on purpose, so, as i said, by using the fractured object i can transfer the transformation, so no need to use deforming object. test_lag_ClothRack_v1.hipnc
  7. Vellum Cloth Collision

    Hi everybody. I have a cloth rack with hangers and clothes on it. The rack moves along the path. I simulated and cached the hangers moving with the rack. Then I modeled and draped the clothes on a static hanger and copied the draped clothes to each hanger to simulate the clothes on the moving hangers. I thought instead of using static deformed object it is better to use RBD fractured object (making it inactive) with point position, translating the transform of the hangers, so it would not load the collision geometry every frame. To help the vellum follow the animation of the hangers I also soft pinned with match animation those parts of clothes that "touch" the hangers. The problem is, after a couple of frames, the clothes start to penetrate the hangers. Increasing the substeps (tested with 10 and 20 substeps), collision passes, polish, post collision passes doesn't solve the problem. So generally I have 2 questions, first is: which collision type is used in vellum simulations: Bullet or Volume? And second: any thoughts on how can i solve my problem? Loading hangers through static deformed objects also dramatically increases calculation time.. Or is it the only option for vellum? Thanks in advance!
  8. How to make collar using Vellum?

    Thanks, eat ramen! Unchecking 'add bend across welds' did help a lot, and maybe you are right, the main reason of this problem is that the shape of neck is not realistic.. so i changed it, and now everything works great! I have also increased a bit the resolution, but i should be careful with this, as i'm going to have a lot of cloth hanging on the hangers and simulate them.. In addition I have added a seam in the middle of the collar patch and stitched it with base of collar, while setting low stiffness of stitch constraint. Just to be sure it wont go away:)) Thanks a lot again! Directly modeling would be too easy and not interesting:))
  9. How to make collar using Vellum?

    Hi everybody! I'm trying to model a polo t-shirt, I got stuck with making proper collar. As you can see on the picture, the collar doesn't bend in the right way. Lowering bend constraint doesn't help, as doesn't help increasing resolution, constraint iterations or substeps. I'm also trying to stitch some points on the collar to the body part to force collar bend in the right way, yet it doesn't help. So I've got lost. I'm trying to make a hangers with cloth on it. And although Vellum works pretty good in modeling cloth (thnks to Sara Rascon's and John Lynch's masterclasses), I don't know how to force to fold collar in the proper way or in general how to art direct folds. I have made and attached a simple example. testCollar.hipnc What is the general workflow in making collars? What am I doing wrong? Thanks in advance
  10. ACES for Attribute from map

    Thanks for the reply, Sepu! I have already checked both of these resources, and although they are very informative and useful, especially Chris Brejon's book (all chapters, not only ACES one), there are some areas that seems unclear for me. I understand that for renders, we should convert all textures to ACEScg. So as I understand from your reply, this is also should be applied to the textures if they are used in the Attribute from Maps node.
  11. Hello everybody, I have just met with the ACES workflow, and as I m new to it, I don't fully understand it. Could anybody tell me, if I need to convert to ACES color space a texture (specifically jpeg) in order to use it in Attribute from Map node? I know that we have to convert color (diffuse or albedo) textures and we should not convert data textures like bump and normal maps. But in case of Attribute from Map? I m confused as on one hand the Cd attribute (or any other attribute) derived by the node is a data. On other hand it is derived from colors. So the question is, to convert or not convert to ACES? Thanks in advance.
  12. Hair and fur question

    Ha! Nice. I like this blog... i didnt know he had the info on this topic. Thanks a lot!
  13. Hair and fur question

    Thanks for your reply. I thought maybe there is something special about this structure, as the documentation from sidefx, as well as some tutorials on the internet propose to use separate objects.
  14. Hey guys, Could anyone explain me why hair and fur shelftool creates two additional objects (guide groom and hair generate objects) instead of putting everything inside the original geo object? I was able to recreate everything in the original geo object, and everything works fine. Such workflow seems for me more, at least visually, obvious for me. I have to admit that i m not big fan of shelftool, and i prefer to make everything by myself in network panel. However as i m still learning houdini, i use shelftool sometimes to understand the workflow, so i can recreate in future in the network panel from scratch. So my question is what is the idea behind creating separate objects? Do i miss something by creating everything from scratch and putting all nodes in the original geo object, like some additional settings on the object level itself? I could not find the answer to this question, so maybe you could shed light on this subject. Thanks in advance