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Found 129 results

  1. No collision between Cloth and Solid

    Hi,I've been looking for answers for days about that issue but I can't find anything anywhere on that matter. I don't have any collision happening between a cloth object and a solid object but they are both on the same finite element solver, so why doesn't it work ? I asked a friend of mine to try and it's the same, he can't have collisions between a solid and a cloth object. Does something changed in v15 ? I've watched tutorials on cloth but they were on v13 so the solver was a bit different and I didn't find any tutorial on cloth for v15.On a forum a member shared a file that was supposed to work but it didn't, the piece of cloth went straight through the solid, no collision.Does somebody have information about that issue or do I have to add some node to enable the collision ?Thank you,Rob
  2. Wire constraints to cloth object

    Hi guys I'm not able to figure out how to attach one of my wire object ends to a cloth object. I tried different constraints but none of them accept cloth object as goal object. So can you please look at this file and give me some advice. Thank you sail.hipnc
  3. stitching cloth

    I have one cloth object which I have pre-cut in a certain way. I want to have it stitched when the simulation starts but at a given time I want to gradually break the stitches. What kind of constraint can keep two points of the same cloth object together? sbdpinconstraint pins points in space, which I don't want. clothstitchconstraint is meant to work between two different objects right? It kind of works if I set my object to both constraint and goal object, but then how do I create the associations between specific points? Is there something similar to constraintnetwork where I can explicitly specify the constants between points? thank you
  4. Hey guys, I wanted to change some geometry progressively to a simulated cloth Object. After some tests I now ended up with an aproach that sets the @pintoanimation attrib to zero if the @Cd attribute is going to a brighter color than black. Like you can see in the hipfile I create a group in a sop solver which progressively colors some points to white and after that I set the @pintoanimation attrib to 0. That works fine. ( idea stolen from peter quint ) Here comes my first question: If I do exactly the same only with an solver sop instead with the group sop it does not work anymore. The coloring of the points is working though. I do not quite understand why. But I would more likely color my points via the solver sop for better control. As I couldn´t wrap my head completly around dops I will ask a additional more general question: First I created this color growing effect in sops and thought to import everything in dops and then use the changing colors there to play with. That was not working. So I find out If I want to have something like an live exchange of my attributes from SOPs to Dops I always need an SOP Solver combined with a multisolver which feeds in my actual live data from SOPs to DOPs every Frame. If I do not do that I only have the first frame of the SOP network which doesnt change anymore even if the geometry changes after some time in SOPS. Is that right? kindest regards Jon TurnToCloth.hiplc
  5. CLOTH to CLOTH Constrain

    Hi, Any one please explain me how to attach based on point groups to attach two or more cloths together (similar to component to component constrain in maya) Attaching with animated objects based on groups works fine but if both are cloth objects constrains won't update while simulation. Also my simulation freeze after frame 62 any one please guide me a proper approach. Please check the attachment for reference Cloth Constrains Issue.hip
  6. Cloth Simulation for Crowds

    Hello, Does anyone have a solution for creating dynamic cloth simulation for crowds? For instance, a crowd running with flag poles using a prop following the crowd agent layering method? If someone can accomplish a dynamic cloth asset with either .abc cache file or houdini cloth for crowds I would love to hear your technique. I have included: flagTest.abc (nCloth flag animation on pole), screenshot showing example method for using using .abc assets for crowds, tutorial for agent layering method for crowds, and tutorial for constraining houdini cloth. Can anyone manage to get flagTest.abc be used by the biped character 2 for Houdini crowds? Thanks! flagTest.abc
  7. Hello, I encountered problem when I tried to dynamically change groups for cloth constraints. I've tried SBD Pin Constraint to attach cloth to animated geometry. As goal object I used geometry with same topology but animated one. When I am not changing pin group it works fine, but I need to change constraints during simulation. But then it goes funky, it seems as it cannot correctly assign constrained point to goal point. Next thing I tried was to use Cloth Attach Constraint node which works almost fine, but during updating pin group points slide over goal object. Could you check attached file? I am not sure what I am doing wrong. Basically what I want to do is to attach points of cloth to animated geometry and then release it. Is there some other way to achieve that? Thanks, Juraj jt_update_groups.hipnc
  8. inflatable wind sock

    Hi everyone. I'm looking down the barrel at a very cool project that involves creating a CG wind sock and blowing it around in the air. After poking around in Dops for a while I decided it would be a good idea to involve the expert Houdini community. Essentially I need to create a wind sock that has air flowing through it, bending it, flapping it, etc. I also have to animate it like a character. My idea was to create a soft body simulation of some sort that uses a sop animated cage as a target. If anyone would like to prototype it I am attaching a hip file that sets an example scene up. My intention was to post an example of where I was at but my attempts have been so unsuccessful I didn't want to contaminate everyone's thinking. The sop "TARGET_FOR_DOPS" is just a stand in for the keyframed animation I will need to follow. Thanks in advance to anyone with any ideas they can share. I'm very grateful as we are a bit of a pickle here. wind_sock.hip
  9. Cloth based Paper Confetti Setup

    Hello Houdini pandits and Gurus, Well i am looking to make a cloth based confetti setup. But the setup that i make is just based on particles and i want to push it further ahead from that. I don`t know how to bring cloth solver in particle. Please help me Confettir002.hip
  10. Hi all Regarding cloth sim, im trying to import "overallstiffness" attribute (half paint geometry and used attributecreate with fit($CR,0,1,100,2000) to make half cloth more stiffer than the other half cloth ) into dop and it do import values but its not working. any clues? pics and hip file attached. Thanks cloth attributes.hip
  11. Hey, Really simple question, however I'm having trouble finding a good solution. How do I stop a cloth simulation using a container or bounding box? I'm using the Finite Element Solver to simulate several objects and I want to kill the geo once it moves out of camera so it doesn't have to simulate it. I need something similar to POP Kill but for cloth objects. Thanks
  12. Hi all, would like to pick your brains again here is what I'm trying to achieve: Blue-print roll in and unfold. It will have a blue print textured and I can't stretch it (at least not too much, and ending up un-stretched). I'm just starting, and only tested a cloth approach. I managed to get an "ok" rolled-up tube, but I'm foreseeing big penetrations and other pb with this method. Blendshapes could work? But with a way to maintain cord-lenght. Thanks !
  13. Hi guys, Currently, I am working on a project where I need a way to get a fractured geometry cloth simulation to activate each fracture piece according to the color attribute. The plan is that a curve, representing the path of another object's motion, will pass through the fractured object causing it to begin floating away and disintegrating from the point of impact/contact. I am still learning Houdini and have only been working in it consistently for about 6 months or so, but I have the effect mostly working with the disintegration and cloth simulation and such. What I can not seem to figure out is how to activate the pieces as the color envelopes the object. I have found other forums posts that have given some good routes (That's where I got the color transfer route to where it is currently at) but they are for fractured RBD objects and I have not been able to get those to work for a cloth object in DOPs. I have the color working in SOPs but just need help getting that into DOPs and controlling the activation of each piece. I have created an example file and attached it below. Thank you in advance for any help/advice you guys can provide. Thanks, Dustin P.S. As a bonus problem solve: one piece seems to get stuck on nothing, as if it is constrained to an invisible point in space, but it has no constraints. I am not sure why yet. I'm going to keep looking into the issue, but if anyone knows why please let me know. Thanks. ClothFracture_Test.hiplc
  14. Question Grouping in Dop(Cloth)

    Hey Guys, Jt one quick question on the grouping in Dop. wat i wann to achieve is a noise field only affect the teared cloth object. I'm able to figure out the tearing and group those teared object, but i not sure how to apply those info to the wind force. Thanks in advance for helping me learning houdini test2.hip
  15. Using cloth attributes

    I'm new to Houdini, and I've been playing with cloth simulation for a few days now. I'm trying to paint stiffness on a grid but I can't figure out how to use the attributes like shellstretchstifness. The masterclasses are either for older version (I use H 14) or don't show the steps to setting up the attributes. I've attached the file I've been working so you can tell me what I'm doing wrong and if you could fix it that would be even better. Thank you. TEST2.hip
  16. Fem Cloth H15

    hi community, some times ago i've got a pretty simple task - make a waving flag, you know, object, solver, wind force. Buuut, in h15 cloth become a little strange. Wind force do some strange stuff with fem cloth, btw in tutorial "waving flag" http://www.sidefx.com/docs/houdini15.0/cloth/flagin help side fx suggest to use wind force but in here http://www.sidefx.com/docs/houdini15.0/cloth/influencing_cloth sfx told :"You should not use the Wind Force DOP or any of the other forces in DOPs because they will generate inferior results compared with the Air Drag model.". Okay, buut when i tryed to use External Velocity Field it didnt work, after that i found this: http://forums.odforce.net/topic/24155-forces-in-dops/ and http://forums.odforce.net/topic/17556-cloth-arbitrary-vel-field/. So external velocity doesn't work too, according that, i have not any working wind force? Or i had missed something? In a second way i need an advice about this https://www.youtube.com/watch?v=11GUii0MKvM i've got alot of troubles with flags locating at the top of the mast . How to make close enough simulations? On forums i found a lot of old good setups but, they dose not work in houdini 15. Thanks for help
  17. Cloth + RBD Interaction - Is it possible?

    Hello guys, I have this simple scene with a cloth (grid) pinned on all 4 corners and i'm trying to make it interact with an RBD Sphere. Can anyone give me a tip on how to achieve it? Right now the sphere is just passing through the cloth. Thx in advance. Alvaro
  18. Rubber simulation

    Hi I'm trying to achieve a rubber behavior in dop context like below image. But I'm not familiar to Houdini cloth simulation enough and my first try was a disaster, so can you please help me with some tips if its possible? Thanks PS: The red cube is static and the fan is rotating.
  19. Cloth Sim, Tieing a knot

    Hello, I am starting a production for a college short & we have a shot that we would want to cloth sim, but we dont really know where to start with it since it is tieing a knot in a bandana. (see pictures) We are going to animate the hands coming up and making a tieing motion but would like to show cloth being thrown around a bit as well. does anyone have suggestions as to where we might start with this?
  20. Cloth Sim Speed

    Hi, I have Houdini Indie, I am trying to simulate a cloth animation and am getting very, very slow results. I am doing a simple grid with 100 by 100 res fall into a smaller cube. On the default Finite Element Solver settings it is taking close to a minute per frame. If I increase the res of my mesh to 300 by 300 it gets close to 12 min per frame (I am running dual high end xeons, 256GB RAM, Quadro4200 and Tesla K40c). I am not even seeing good CPU utilization hovering between 9 and 12% I tried to disable substepping and setting the Max Iterations Linear Solve to 128 but it barely has any effect. Is this normal behavior or can I assume something is wrong?? Thanks,
  21. painting maps on cloth object

    Hey guys, I am trying to have an object burst through a cloth object but was hoping I could paint maps to control where the paper will tear. Does anyone have experience with this? Should the map go into the Fracturing Threshold or the Target Stiffness? I attached my scene. Any ideas would be helpful! Thanks so much Chrisclothtear_rnd_cr_v005.hip
  22. Cloth Pulling wires

    Hi guys, This is a test I have so far: I'm trying to attach cloth to a wire. This was semi successful as you can see in the video. though a lot of weird things are happening. Ideally I'd like the cloth to pull the wire in the wind. It needs to be a wire with celebratory flags on it. like this: https://img0.etsystatic.com/000/0/5188417/il_fullxfull.281185156.jpg How would one go about this? theoretically the wire should be quite low in resistance but due to the drag of the flags it should move. Am I correct in thinking that the flags should be cloth objects (driven by a wind force) constrained to a wire? Any tips or advice are greatly appreciated . Wiresolver.hip
  23. Are you a recent graduate looking to start your career in Animation? Are you graduated from Computer Science related major with interests in art and animation? Would you like to work with some of the top talents in the animation industry? Check out this exciting apprenticeship opportunity with Oriental DreamWorks in Shanghai! Oriental DreamWorks will start the FX R&D Apprenticeship Program in August this year and there will be several more apprenticeship opportunities in other departments in 2015! The Oriental DreamWorks apprenticeship program is an incredible opportunity to learn from the best and to gain valuable production experience. We are looking for the most motivated individuals to complement our team. The FX R&D apprenticeship is a paid program and will last for 2 months which may lead to full time employment. What you can learn from the FX R&D Apprentice Program? · Learn to create visual effects using particles, rigid body simulations, fluids and smoke. Develop/Enhance your skills at animation, modeling, and simulation design Collaborate with animators, character riggers, and department supervisors Write utility scripts and programs to streamline the setup process Use Maya/Houdini tools and ODW Advanced Technology to develop FX tools How to work in a production environment for a feature film What you could get after the FX R&D Apprentice Program? You will receive a certificate which shows you participated in Oriental DreamWorks Apprenticeship program. If you’re successful in the final evaluation after the apprenticeship period, you may be offered a full time employment at Oriental DreamWorks! The FX R&D Apprentice is responsible to design and create visual effects such as smoke, destruction and fluid simulations. They will also be responsible to develop tools used in FX to help enhance the pipeline. If this sounds like your field of dreams, read further for the kinds of proficiencies we are looking for: Technical Skills: Knowledge in Computer Science, Software Engineering, Animation or related field with programming or scripting skills Basic working knowledge of Maya, Houdini or another 3D package with dynamic simulation capabilities. (particle, cloth, fluid and volumetric simulation) Basic understanding of natural and physical based movements or physics Aesthetics — Visual Judgment and Design: Good visual sense of motion, design, and physics Fine arts background with life drawings, sculpting skills are plus Other Requirements: Graduated in Computer Science, Software Engineering, Animation or related major Strong communication and presentation skills Related working experience is a plus PRC or Authorized to work in China Application Deadlines: The application deadline is 31st July Target start date will be 24th August 2015 and end date will be 13th November 2015(Subject to change) How to apply: Please submit your resume and demo reels (e.g. student work, personal work or project work) online at careers.oriental-dreamworks.com. When you visit the career page, Please ensure you click on “Apprenticeship” and not any other job postings to ensure we received your application correctly. Please note, due to a high volume of applications, we cannot respond to every applicant.
  24. Skinos Mastiha Spirit

    VFX work for Skinos Mastiha Spirit TVC. I was responsible for the FX and shading/lighting of the pack shot scene. All FX done in Houdini Indie 14. Geometries transfered to 3ds max through alembic and rendered with VRay. All volumetrics rendered with Mantra. FX list: scene01/head - smoke solver and cloth (dry ice type atmosphere and hair ribbons) scene 02/diver - cloud FX (clouds) scene 03/girl - smoke solver (dry ice type atmosphere arond the dress) scene 04/frame - ocean FX (sea) scene 05/glasses - FLIP (liquid inside the diamond shapes) scene 06/mirror - cloth (cloth covering mirror) - for this one nCloth worked better scene 07/packshot - FLIP and RBD (liquid inside glass and ice cubes) Thanx for watching
  25. Falling Bag with Cloth

    Hi, I'm trying to make a plastic bag that's falling. The first time I tried a while ago it worked by just having an initial force to disturb it a little bit, but now I can't seem to achieve the same effect. I've tried with a wind force with high frequency as well, but it still falls like a paper and keeps it's original shape instead of having a nice flow like a paper bag would. How should I approach this? Should I try working with a velocity field? Is my model causing a problem? Thanks in advance! bag.hipnc
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