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Found 140 results

  1. Flip Fluids deforming collision objects

    So I am quite new to Houdini, I have a fairly simple setup where I am simulating the behavior of a viscous material where viscosity is increasing exponentially with age and multiplier. So by frame 120 particles stop moving. I am emitting in a line in a loop back and forth so slowly the particles start creating a layered wall. However I have encountered 3 very intriguing problems which for the world in me I cannot seam to figure out: 1 - When meshing the particle data the particles that are close get meshed (obviously) and I don't really see the layering that I need to. Tried creating a very highrez model but didn't really work. (Is there a way to use the viscosity or age variable to stop particles from meshing together and keep the layering intact?) Currently using VDB from Poligons then converting it. 2 - Despite a very high Viscosity, the particles move somewhat when new layer of particle is added on top. Is there anything like Pop-State (as in previous releases) where I can freeze the particles with attributes? currently using (if viscosity>100000 {v = 0,0,0) to set velocity to 0 once viscosity is high enough. 3 - If I wanted to use a deformable (cloth/plastic/elastic) object to fill the flip fluid into how can I go about this? I hope some of you brilliant houdini artists have some advice or tips on how to go about solving these problems. Houdini file attached. SimCon1.hip
  2. Hello, Is there any way to paint the restlength parameter on vellum cloth constraint? I tried assigning "restlength" attribute using wrangler node, but vellum solver doesnt seem to read it. I am trying in SOP btw. Thanks!
  3. Vellum Cloth Crumple

    Does someone know how to crumple cloth into let's say a ball in vellum?
  4. Hello, I'm just getting into vellum and the solver seems fast and cool but I'm trying a sim here where the geometry tries to attach to its collision geo, but that ends up being very jittery at the end with what seems to be no loss of energy. I've uploaded a scene file. I've tried to set @v to zero at the end and that still hasn't worked. What're the steps to making this solver behave? vellum_basics__jitter_02.hip
  5. Hello everyone, the project > I'm working on short animations of a shirt flying in the wind. I decided to use houdini to learn it and use the new vellum solver. I managed to have really nice and quick result for most of the shirts but one of them give me some troubles.. problem 1 > One of the shirt is more like a polo so I would like to set differents constraints on the collar to make it more stiff than the rest. I tried to make groups and merge them but I think I'm missing something because it's not working. I can't find any related topics either.. maybe you guys can give me a clue on how to make this work ? I'm ready to experiment I just don't know where to search anymore.. problem 2 > On the same shirt there is 2 buttons. I'd like to glue them to the shirt for them to react like rigid body and follow the shirt mouvement but I don't understand how I can do it and how to place those news constraints in the graph.. First screenshot is a view of the collar and the buttons placement. It's a model from Marvelous Designer. Next a screenshot of the network view and third a view of the collar being not stiff enough ( : I can only do screenshoots of the shirt and can't really share my hip file because the design of the shirt is not supposed to be released yet. Thank you for the reading !
  6. Vellum Pin to Target

    Hey, Is there a way to constrain vellum to deform animation and then lose it over time? I'm trying to animate the "breaking threshold" inside the vellum constraints after setting the constraint type to "Pin to Target" but it doesn't seem to be doing anything?
  7. Vellum Cloth Eyelit

    HEY everyone, I'm trying to recreate a metal eyelit in a cloth and I am going about this using simple cloth. so far I have a pretty nice working file but my cloth starts wrinkling almost right next to the eyelit. I am trying to make a fall off on the outside radius of the metal eyelit so the fabric has more integrity to it around the eyelit/is more stiff and then gets more flowy further away from the eyelit. I am also seeing intersections with the cloth and the eyelit ( I think I need to model the eyelit properly so it doesn't intersect from frame 0 into the cloth or it wont recognise that it's a collider) Anyway I'm very, very new to houdini and have come from c4d so I was wandering if you guys could take a look at the HIP file I've uploaded and tell me if I have the correct setup and how I can make the cloth around the eyelits more stiff so all wrinkles eventually falloff to 0 before it hits the eyelit. Using vellum simple cloth btw with attach to geo constraint. Cheers eyelit.hip
  8. Vellum Hair Break

    I've managed to get the vellum hairs breaking quite nicely - but I wonder what the breakthreshold is compared against in order to determine that it has been reached. Any ideas?
  9. Hi, Iam trying to figure out how too simulate curtains with Vellum , i have and animated pin constraint network but it does not seem to affect my final result , did i forget to emplement something? Anyone can help me out? Thanks in regards curtain.hipnc StartGeoV2.obj
  10. Hi I was trying to create an effect of cloth pieces sticking to an animated object on contact. However, it seemed to release and re-attach every substep. Sometimes, they "creep" on the collision surface. These are the goals I tried to achieve 1. Dynamically attach to deforming collision on contact 2. Dynamically delete the paper if they fell under y 0. (done, thank to Toadstorm's post 3. Make the attached points static (pin to animation?) if possible, to reduce calculation cost. Here I attached the hip I'm working on. test_vellum.hip
  11. Vellum - cloth on fast moving objects

    Did anybody have any success with vellum cloth on fast moving objects? I'm doing cloth on a character, who is free falling. It's done by an animator and speed-wise, it might be slightly overdone, but there's no way to change that. Simulating cloth on the character using Maya nCloth, I got proper results, but it was still nCloth and therefore slow and painful. I recreated the setup using vellum, but no matter how much I increase substeps, everything is exploding right away. It is working fine with a localised version, but I was wondering if there is a special trick or anything worth considering when using Vellum with fast moving objects? (Unfortunately, I cannot post the scene file)
  12. Vellum Drape Curtain Simulation

    First off I am new to Houdini, but I am doing everything I can to learn what I can about it. I have bought several online classes to go through along with signing up for a few patrons to learn from also. I don't have any issue doing the research need to help me learn how to do this effect. What I am attempting to create is a cloth simulation of a Austrain Drape to use in C4D for a scene I am working on. I have been trying different whys to pin the drape for the simulation, but haven't been successful on achieving the look of the drape like the photo I have attached. If anyone could offer some insight into how I could achieve the "Swag" look in the photo I would appreciate any help or insight in how someone with more knowledge about Houdini would go about creating this. I have found the best way to teach myself new software is by struggling through real world use cases that I will be using this software for. However it helps if someone may bring something to your attention that you wasn't aware of. I have also included my .hip file which is a very basic vellum simulation with some pinned points. Drape.hiplc
  13. Contract A Rope (Vellum)

    Hey guys! I want to create a simulation similar to this one, where the ropes contract and interact with a softbody: I'm well aware that he used c4d for his simulations but I would like to replicate it in Houdini, probably with the new vellum tools. But I can't seem to find a way to contract a vellum cloth sim, animating the rest length from 1 to 0 doesn't do the trick. Any hints on how to achieve a result like that? I'm open to other solutions as well if vellum isn't the right choice for a sim like that.
  14. Experiment with Vellum

    Was playing around with draping loose robes on characters. Instead of stitching panels I just made a very low poly model of robe-like shape around my high-res models, converted them to Vellum cloth and run a simulation. Quite pleased with the results.
  15. Asking for some solution on FX

    Hi I'm working on my short animation project. I'm tasked with doing Magic particle, RBD, Cloth sim. Right now I have some problem that I'm little bit stuck. Getting help would be nice since I have no one to ask right now 1. I'm doing an earth spike. The type of Rock coming up from ground. I have a problem of making the ground "Not fall with gravity". I want it to be like a ground plane that If the rock hit it. It just fall. Not before that Right now, I'm using the attr transfer with the center of the ground that break will be active=1 and outside will be = 0. The thing is the area of the active=1 is fall due to gravity pull it down before the rock hit it. Any advice? like this https://vimeo.com/manage/280683899/general It's fall before the impact coming in. 2.Any tips and trick on making nice particle look/shading in redshift? I'm mainly using advect by volume for shape. And in shader I just use Rsmaterial with rsparticledata>illuminating colour so it does glow. any advice on making it look good? 3.I'm lost in cloth sim. Any tutorial on vellum cloth that explain about how to constraint point to charactor? I'm mainly doing the hood sim. Thank you! If i'm not clearly explain it please tell me.
  16. Vellum cloth floating?

    Hey magicians, I'm trying to achieve a similar vellum sim like this, haven't installed H17 yet since I use Marvelous for cloth but this one will be hard on MD, any thoughts on how to approach this with vellum? Here's the reference: Thanks!
  17. Character FX TDs - Trixter

    TRIXTER Munich is currently looking to hire experienced Character FX TDs. Booking time: From As soon As Possible. Duration of the contract will depend on the project. Location: Munich Description: Under the supervision of the CG Supervisor, the Creature FX TD is responsible for providing a wide variety of dynamic simulations and rigs for photo-realistic creatures; including clothing, fur, hair, muscle and skin. Responsibilities: · Creation of fur, feathers and grooming for photo-realistic creatures · Develop simulation setups for photo-realistic creatures; including clothing, fur, hair, muscle and skin. · Involvement in the development of departmental tools and techniques · Regularly communicating with Production and Leads regarding schedules and deadlines · To be able to work with the visual effects supervisor, and the lead CG artist to determine the best creative approaches and techniques for all the different steps in a 3D production pipeline. · Be able to deliver work within established project targets and the high quality standards of the company. Requirements: · Minimum 5 years of experience in a CFX/FX role in a VFX studio · Previous experience on CG creature projects · Excellent knowledge of Maya · Excellent knowledge of Houdini · Experience in the following dynamic simulation: cloth, hair/fur, feathers, skin and muscle · Programming experience with Python, PySide, PyQt, VEX · Programming experience with C++ for Maya and Houdini plug-ins, an asset · Knowledge of 3D-related mathematics, an asset · Experience in creating rig simulations · Rigging skills and experience · Self-driven, good communicator, and a great-team player · Excellent organizational and communication skills · Work ethic focused on the dynamism and collaboration · Ability to perform multiple tasks set priorities and problem solving · Good communication, organizational, time management and interpersonal skills. · English language skills If your experience matches above description we are looking forward to hearing from you! Please send your CV and demo reel by email to jobs@trixter.de.
  18. wacky waving inflatable man

    hey! I didn't have the chance to look into h17 and vellum yet, and I'm looking into a way of simming the wacky waving inflatable man, like the one in the ref. any idea or advice? is it achievable with vellum? I've seen objects inflating/deflating but this has some complex dynamic I'm not sure about
  19. Hello everyone, I am doing some balloons within vellum. For the upwards movement I am using inverse gravity. For the constraints I am using both cloth and strut constraints. Added some wind for realistic animation... So far everything is going fine, but this whole setup left me with a couple of questions: -When using double constraints, what does vellum assume to be the leading properties when both nodes have overlapping constraints and parameters like bend, stretch, mass, drag? -Is there any way to control mass via attributes on the original meshes? Or is there any other way around ?
  20. Infating cloth, gravity problem

    Hi there! I have just two short questions. I created inflating spheres inside of cube, and they are coliding between them selves, BUT just in shape deformation, there is no gravity, and they are not pushing themselves into free space in cube. Is there any possible way how to fix that? And second question is, how can I fix problem with permeability of "static object" (the cube space around spheres), because some spheres are going out from this cube, durring the simulation? Do i need decrease division size, or? (the attached picture) I hope both problems are understandable with my pure english. Thank You so much for any advices! Best regard,! Balls.hip
  21. Vellum Cloth and String weld

    Hi guys, I'm playing around with vellum but something is bothering me: I want to attach a string to a cloth but I cannot do it if they are 2 different vellum objects in DOPs The example file will be much clearer than what I write but the question is: Does all the vellum objects need to be merged to build a constraint network, am I using the wrong method meaning I should create the constraints in another way ? Thanks for you help ! cloth_and_string_01.hipnc
  22. cloth capture weights

    Is there really no (easy) way to edit the weights generated by the "cloth capture" sop, or am I totally missing something? It seems like the "edit capture weights" shelf tool should do it, but I guess it's for bone weights only. Kind of a big omission, especially with the the addition of the new Vellum stuff. What is the solution to transfer a low res cloth sim to a hi res asset? I am currently getting ok results with the point deformer, better then with the cloth deformer, but it would be really nice to adjust weights on a more granular level. I have been comparing the results between the new vellum cloth and Mayas ncloth for use in an upcoming project. While I have been getting pretty good (and fast!) sims with vellum, I have been having issues finding a reliable way to transfer the sim to the render asset.
  23. Here is a basic setup for stitching vellum cloth together using the weld seams feature on the vellumdrape solver. Edge groups are assigned to the garment pattern pieces and define seams that will be stitched/welded. The edge groups are run through a subnet to produce companion point group for the edge groups. The point groups are used for stitching seams. The subnet allows you to increase or decrease the cloth resolution independent of these groups, so it is more like Marvelous Designer particle separation in that respect. The vellumdrape solver has been hacked to allow deforming collision geometry. All I did was disable the timeshift node which kept the deforming geometry locked to the start frame. ap_basic_vellum_drape_vest_101518.hiplc
  24. Hi everyone, I'm looking for a bit of help about a simulation I would like to do, here a little gif to help illustrate what I'm trying to do : http://share.scimunk.com/2018-10-08_15-22-49.mp4 is there a way that I could constraint the movement of each point on only 2 axis ( or a virtual plane) to avoid having the dragging effect of the ball passing through the tube ? I'd like the tube to only expand but still keep the behavior of a cloth (that would drag neighbour point). it would also be a nice bonus if the constraint was also controllable so I can still keep a small vertical draging to better control the effect. Thanks a lot for any help! Cheers.
  25. create RBD paper stack simulation

    Hello Everyone. I am trying to create a RBD simulation based on cloth from a stack of paper which goes upward something imitating like in zero- gravity. I am attaching a file with it. A little help would be appreciated papaer_stacks_zero_gravity.hip
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