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Found 142 results

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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.
  7. 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?
  8. 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,
  9. 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
  10. 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
  11. 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.
  12. 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
  13. 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
  14. houdini 14 cloth penetration

    hi there, when i do some cloth simulation in houdini 14, and when collision intersect each other i have that problem, in houdini 12 it good but in houdini 14 it dont work, so what i missing here??
  15. I'm having some trouble using alembic as deforming collider for a cloth object. my goal: transfer an animated character from maya to houdini, simulate cloth on it and export it back for rendering I just can't seem to get the cloth to react to alembic objects. Even a simple test with a cube exported from houdini as alembic, reimported and used as a deforming collider for a simple grid turned into a cloth object doesn't seem to work. (using the shelf tools) I'm fairly new in houdini so i might have overlooked something super simple (i'm using Houdini Fx Version 14.0.201.13)
  16. Falling leaves sim

    Hello! I'm quite new to Houdini - still trying to grasp some concepts. I need to create falling leaves simulation. I have been trying out different ideas but have some questions: 1. Is it possible to have normal/tangential drag (like in cloth objects) for RBD objects - to have some sort of aerodynamic effect ? I would like to use RBD to simulate a lot of leaves faster as I don't need soft deformations. Cloth sim gives very natural falling motion with normal drag active, but is very very slow for several thousand leaves. 2. I am creating my geometry using simple copy on scattered points and then doing Assemble to create individual leaf names. Partition to group them by name. Then feeding it all to DOP. The question is - what would be the best approach if I want to remove from simulation all the leaves which have reached certain condition - i.e. they have collided with the ground (or some other condition - i.e. leaf velocity is 0 for last N frames (For cloth it would be average velocity of all leaf points)). I need to keep the geometry around and render it, but I would like to remove it from Cloth/RBD simulation to speed things up. How are this kind of problems usually solved? Is it possible to remove objects/pieces from dynamic simulations?
  17. Cloth flicker issue

    Hi guys, I would like to seek some opinion on an issue that I have while i am rendering my cloth sim. Would appreciate all your help and inputs When my model is doing a pretty drastic movement, my cloth render will have this weird black flickering as shown below: Does anyone of you have experience doing cloth simiulation and know what is the problem? Thanks! Darren
  18. Hi all, I'm doing a simulation of a cloth sail being gathered up. In real life, and in the final render, it would be done with ropes that loop around the bottom of the sail and pull it together. For my testing, I'm using thick 'hooks' that pull the cloth upwards. It sims verryyy slowly. I'm sure there must be a better way. I'm open to suggestions and I've included my file if anyone would like to take a look. I feel like I ought to be considering an entirely different type of collider. A point or wire collider - if those exist? In the dopnetwork I'm bringing the hooks in as a 'staticobject' that I've also pre-converted to a volume and using as a 'proxy volume' in the Collisions - Volume tab. Most other settings I've left at their defaults. The hooks are as thick as they are because I found that thinner ones kept passing through the cloth. 'regards, Sim cloth_hook_01.hipnc
  19. Cloth: Per Object Collision?

    Hi, I'm testing a setup where I would want to procedurally assign collision relationships on a per object-to-object basis. Say I have 2 Cloth Objects (cloth_0 and cloth_1), and I also have 2 Static Objects (box_0 and box_1). I would want the ff partnering: box_0 to only affect cloth_0 box_1 to only affect cloth_1 Currently, it works if I'm assigning it manually using the Collide Relationship DOP. (The setup below was modified to allow multiple objects to be created per primitive group). Later on, I may want to increase the number of partner objects.. Is there a way to go about this procedurally? I tried using the $OBJID on the Affected/Affector Objects parameter like this: I also have primitive groups named piece_* for each object: cloth_0 and box_0 are on primitive group piece_0. cloth_1 and box_1 are on primitive group piece_1. But don't know where or how to use the data to assign custom relationships. I'm also looking into creating an indexing attribute that I could use to assign the partner relationships but haven't had any luck making it work. I've attached a hipnc file below. Any help to point me in any direction would be very much appreciated BTW, Happy New Year guys! cloth.custom_affector.h13.v01.01.hipnc
  20. Houdini FX TD for SHED in Montreal

    Hi everyone SHED is looking for a talented and skillfull FX TD working on Houdini for a permanent position in Montreal. Artist will have to cover the scope of those different tasks that we often need to produce: - Rigid and Soft bodies - Fluids - Cloth - Clouds - Fire, Smoke Anyone interested into this position can email me directly at sly@shedmtl.com thanks sly Sylvain Lebeau // SHED V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
  21. Hi all,I just have a little question about painting cloth stiffness. I was doing some test at home and I tried to paint in the attribute for cloth stiffness based on a few example from previous threads : http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=18437 https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=108649&highlight= I tried to replicate the method on my own but came to no success. Is there a new method of painting attributes to cloth in H13 or I am just doing it wrongly. This is my hip file which I did some testing with : paintstiffness_test.hipnc Appreciate all your help guys!! - Darren
  22. pintoanimation cloth not working in H13?

    Does the pintoanimation attribute work with cloth in H13? Simple .hip file attached, what am I doing wrong? I am pulling my hair out trying to figure out cloth in H13. trying to learn from the crumpling masterclass but I cant get any of the files to work in H13!!! Hope somebody can shed some light on this. Thanks pintoanimation_test.hipnc
  23. Tearable Cloth - H13 - WIP

    I got a bit tired of not having tearable cloth in H13, so I decided to have a go at creating my own tear solver. This is quite basic, just measures a polygon's rest area vs. its deformed area and creates a tear based on that threshold. (Check the "group_breakme" node inside the sopsolver to see the tear threshold) I also decided it was best to pre-fracture the geometry so I could get nice, art-directed tears. Just posting this in case anyone is needing a solution. If anyone knows a simple way to spice this up or make it more correct, let me know. -Adam ClothTear_V01_01_as.hip ClothTearSolver_01.mov ClothTearSolver_02.mov
  24. Hay Bail Simulation

    Hey everyone, I'm trying to set up a simulation for a project and was hoping someone could give me a little advice. The effect I'm trying to achieve is a loose bail of hay falling on a character (who is covered in mud) and for the hay to then stick to the character as he moves; hopefully with strands falling off randomly as he goes. If anyone has any ideas what would be the best way to tackle this, it would be much appreciated. Thanks, Jamie
  25. Cloth Pieces Activation.

    Hello Guys, I am doing a shot in which there are cardboards on the wall in the hallway. I want the pieces of cardboards to fall as if the force is coming towards camera. I was able to do the simulation Fractured object and rigidbodysolver a with point activation. But it doesn't give feel of cardboard. I was wonder if there is any way to activate pieces of cloth using the "activeValue" in dopnet? I have uploaded a example file for the activation. Please let me know if there is any similar technique to control cloth object. Thank you. cardboard_fractured_object_v002.hipnc
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