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Found 142 results

  1. Permanent Dents with Plasticity in H13

    Wondering if anyone could shed some light on translating The Denting Spheres example in the Cloth Masterclass using 13 Finite Solver?
  2. I'm working on an effect where cloth snags on objects (tree branches, etc.). I've connected a cloth solver to a multisolver and use a sopgeo to delete the cloth that comes into contact with the object (later in the network, I use the remaining edges to snag the cloth). The sopGeo and the rest of the sim keep going, deleting the cloth points when the cloth comes into contact with the snag object and animationg the snag object but the cloth animation freezes. The cloth solver reports that it cannot obtain "P" from the cloth SOP rest node. Any ideas? I think DOPs stops updating the DOP import node but can't figure out why. Thanks, Kevin
  3. Hi! I'm trying to create a leaves generator to attach to a fluid simulation and I'm doing this way: Create a particle system, create the geo (planes) with the copy sop, import it as cloth and then make it work with the existing pyro simulation. It work well, but I have a problem: I can emit particles just the first frame, otherwise the cloth give me an error, as the initial geo has changed. How can I emit particles/geo on every frame I need? Other point: is there a way to pass the particles ID info to the cloth object, so I can vary the mass attribute per object?
  4. Pin To Animation - Gradually Activation

    Hello!!! I have had some problems with tearing patterns in a cloth object, because the simulation is not that directable as I would want it to be. So what I tought is using from the begining two separate cloth objects with some points constrained to animation, and then gradully break the pin to animation flag to the silhoute that the points form and so have a more directable tearing effect. My question is, how can I tell the Points parameter in the targetConstraint DOP to use a group of points that is outside the DOP network? If it helps I've attached an image that illustrates the effect that I would like to reproduce. Any help would be very much appreciated, thanks a lot!!!
  5. Paper Tearing (I've been stuck for weeks!!!)

    Hello!!! I've been working quite some time on the simulation of a paper tearing effect, and I think that i have managed to get some results but I'm stuck at one part, which is the tearing, and so I have two questions about that: - First, I want to have the cloth to tear very easily, but if I turn up the fracture treshold I get a lot of single polygons floating around. Is there a way to keep those plygons together so they don't explode in all the scene. - How do I make the polygons to tesselate or get projected from another surface, so that the topology of my grid can match a pattern. For now I have just used a jitter node to get a more random position for my points, but i would like to hace my patter projected onto it, I'm attaching the files with my progress so far, If anyone can help me out with this I would very much appreciate it since I've been stuck with this for weeks. Thanks a lot! Edit: - I have uploaded a screenshot of what's happening if that helps to illustrate better the problem clothSimTest_11.hip
  6. Shredding cloth

    I'm trying to tear cloth that snags on hooks by deleting the "snagged" points. In the attached hip file, I've set up a simple cloth object constrained at 2 points and being blown into a box object. In DOPS, I added a SopSolver that references a SopNet. In it, I objectMerge in the box object from SOPs, attach a delete node and that's it. The SopSolver and the clothsolver get atached to a multisolver.The problem is that when I turn on the SopSolver, the cloth object disappears. I think this is b/c the SopSolver is grabbing the P data for the cloth but don't know how to prevent this. I'm have worked in DOPs a little but not with the mulitsolver and SopSolver. Thanks, Kevin cloth.hipnc
  7. Cloth (Paper-like sim) Tear Mapping

    Hello!!! I'm kinda new to Houdini and I'm working with cloth simulations, I would like to make a tearing paper simulation using the cloth solver and wanted to have the areas where it can be torn be driven by a color channel of a texture, say, the red channel for example. I tried creating an AttributeCreate followed by a AttribFromMap but this doesn't seem to do the trick. I'm attaching the files that I'm currently using if someone can point me in the right direction in order to achieve this. Thanks a lot to everyone whoever gets to read this, any help would be very much appreciated!!! clothSimTest_05.hip
  8. Exploding bunch of flowers

    The model's just from a little playing with the copy SOP. There's stamens and polen in there too with the petals. And darn, but the pollen is expensive. https://vimeo.com/71763469
  9. Help with cloth sim

    Hi, I am trying to simulate a tent moving in the wind. The movement has to be very subtle. I can't quite figure out how to get a realistic wind simulation. Something that causes a slight ripple in the cloth and then the cloth goes back to its initial position - like flaps or curtains. Attached is my hip file. Thanks. od_ClothSim.hip
  10. Hello guys! This is a FX breakdown for a school project. The goal of the project was to create a World War 1 scene. The total length for the shot is 35 seconds. It is worth to mention that this is mine and Davids "Skybar" second project using Houdini. We wanted to learn the Maya-> Houdini pipeline and we used alembic to achieve our results. Houdini was used for all simulations. The artilley hit and a great part of the explosion shading was made by David. I was responssible for the tank explosion, tank shot and the tank's exhaustion pipe smoke. We had one month to learn, create and render all the simulations as well as doing some rotoscoping and modelling. We were able to do all of this with your help, with this fantastic forum with lots of information and knowledge. Expect an update with higher smoke resolution and less flickering on the glow from the tank explosion. I hope you enjoy it and have have a good one! /Hudson & David
  11. rotating cloth

    Hi! I just started learning houdini,it's amazing software! but i have trouble with dynamics so,i have many square piece of cloth and i want them falling and rotate around one of the axes how can i do this? Thanks for help!
  12. cmiVFX Releases New Houdini Destructive Cracking Techniques High Definition Training Videos for the Visual Effects Industry Princeton, NJ (May 1st, 2013) cmiVFX has released their newest lesson Creating Cracks Digital-Asset in Houdini. Voronoi fracture is powerful but also has some limitations. How we can have full control over the shape of the pieces? How we can make animation for crack propagation? How we can break only certain parts of an object while other areas remain intact? In this lesson Mehdi Salehi reveals a new VFX technique in Houdini. In this lesson we will create a new digital asset to answer these questions. This new tool can use patterns for creating cracks. You will learn that almost anything can be used as the pattern. For example, You can use lines, L-system or image files as the pattern. You will learn our new digital asset has even more power. It can be used to create precise tear patterns for cloth simulation even for low poly objects. This lesson offers new exclusive effect technique which is recommended to all Houdini users. VIMEO TEASER HERE: https://vimeo.com/65339465 Short Description The aim is to create a tool to use a predefined crack pattern such as image files, wires or L-systems for cracking an object. No previous knowledge or experience is required to easily follow along. Mehdi Salehi tackles several examples to cover Rigid body and cloth simulations using this new tool. NOTICE TO VIEWERS: (No previous Houdini knowledge is required to follow this lesson. Crack Digital asset is included.) |||||||||||||||||||||| New Houdini Destructive Cracking Techniques |||||||||||||||||||||| ---> http://cmivfx.com/tu...king Techniques Chapter Descriptions Introduction A quick view on all chapters. It Shows where we start and where we go; A map for our great adventure!!! Basic Knowledge This chapter gives important clues about images and Houdini. It shows you how Houdini can give life to still images. It is our starting position. Creating The Asset In this chapter we evoke the power of COPs (channel operators)! This chapter shows you the main idea for creating the crack digital asset. It teaches you how to use the crack pattern for creating precise cracks on an object. Anything such as L-systems or curves can be used as a crack pattern. The power is that precise cuts are possible even for low poly objects. Crack Asset And Rigid Body Objects This chapter talks about simulating the pieces created by the crack asset. It shows the problems of using fracture rigid body dynamic and how we can deal with them. Also, you can see how cracks can be animated to create a crack propagation effect. There are two examples here. In the first example, the chapter discusses about how to use the crack asset for breaking a car window. You will learn how to create crack propagation and also how to simulate the pieces. In the second example the chapter talks about using the crack asset to break a bottle. The cool thing is that only specific area of the objects affected by crack asset and the other areas remain intact. A powerful feature for rendering broken glass!!! Crack Asset And Cloth Objects The other possible use of the crack asset. A journey to cloth simulation! This chapter shows you how this new crack asset can be used for cloth simulation. Now it is possible to create precise tear patterns and then simulate them. You can even animate tearing of a cloth object. The cool thing is that the cloth object can be a fairly low poly object. Also this chapter shows you some important notes and tricks about simulating cloth objects. About the Instructor My name is Mehdi Salehi. I started my journey to the mysterious world of 3D and VFX about 10 years ago and have worked as CG artist and VFX supervisor for many companies. Now, it is my honor to be a member of the cmiVFX family. My hobbies are music and football, of course playing, not hearing or watching! My Email is msalehi.164@gmail.com. If you have any questions please feel free to contact me. Project Contents All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you! This video is available today at the cmiVFX Store: http://store.cmivfx.com/ About cmiVFX cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for FREE and receive hours of FREE content at the cmiVFX Video-on-Demand Player. ( http://store.cmivfx.com/login ) For additional information about cmiVFX, visit http://www.cmivfx.com or email eric@cmivfx.com © 2012 cmiVFX | cmiStudios. All rights reserved.
  13. Cloth arbitrary vel field

    Has anyone successfully gotten the "External Velocity Field" in the Drag tab on a cloth object to work? The docs indicate: "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." So I've been trying to pass in a velocity volume, and dutifully using the Drag External Velocity Field slot as instructed, but no matter what I try, I can't get the cloth to respond. At first, I thought all I had to do was reference the velocity volume directly from the EVF slot, with some sort of syntax: /obj/volumeObject/volumeVelocity1:vel or some such. Failing to get that to work, I searched for example files, and all I found was a Wire Solver example (the Wire setup has a similarly named EVF slot), wherein the velocity volume was loaded into the DOPSolver via a SOP Vector Field DOP and attached to the wire. The EVF field was left at the default "vel", and the velocity volume was named appropriately (vel.x, vel.y, vel.z). But trying the same thing with the cloth solver still gives no response. I've attached a simple file that indicates what I thought the correct setup should be. What am I doing wrong here? test_v2b_clean.zip
  14. Hello everyone! I'm trying to achieve an effect with the use of Houdini where multiple sheets of paper is being blown out of an mailbox.(Mail and letters to be exact) My plan is to use different layers of 3d sheets to comp together with some live action plates. 1. Some sheets are Rigid and doesn't fold or bend. This effect I've managed to achieve somewhat. I found a hip file by Valerio Di Napoli where Rigid bodies are being emitted with the help of a particle network. By looking through this .hip I managed to understand the workflow somewhat and create my own RBD emitter. Flipbooks of some test simulations ->youtu.be/f2L9kFGgAH4 My .hip file for this simulation is attached to the post.(RBDs_from_particleEmitter_v002.hip) With some tweaking I think this approach could work as letters are quite stiff when they aren't opened and full of bills One problem I have with this Is that I can't seem to use a grid as the instanced geometry. For reasons I can't understand, when I use a grid they just get stuck at the birth point of the particles and doesn't move at all. As of right now I'm using a box scaled down in the Y axis to act as a letter. 2. Now on to my major problem! Some sheets I want to fold and swirl in the air. I would prefer them to interact with each other but its not must. By using a cloth simulation on a grid to create these sheets of paper works quite well and looks pretty good. Since I don't need as many of these type of sheets, only about 10 or so, I'd like to think that the simulation would not be to expensive to preform? (If more sheets are needed I guess doing multiple simulations would be one way of approaching the problem to avoid performance issues.) Now, I thought that the previous method of emitting RBD might be useful when trying to emitting these more dynamic sheets of paper. I was wondering if there is a way to use the same setup but instead of emitting Rigid bodies I want objects simulated as cloth to be emitted. Is this possible? I tried to just replace my RBD Point Object node with a Cloth Object node and the Rigid Body Solver node with a Cloth Solver node in my DOP network but with no success. Attached a second .hip for this (CLOTH_from_ParticleEmitter_v001.hip) trying to achieve something looking like this but emitting the papers from a specific spot. I'm quite new to Houdini and don't really understand all the abbreviations yet so be gentle on me will ya! Haven't really caught up on the scripting part yet either. I would therefore prefer to solve this without much scripting if that is possible. Is there someone out there who got any thoughts on this? Grateful for any help I could get! Sorry for making this post so long. I tried my best to explain this in my limited English. Thanks! RBDs_from_particleEmitter_v002.hip CLOTH_from_ParticleEmitter_v001.hip
  15. Hello, Is it possible to get impact info (magnitude, times) between cloth and rbd objects? I have a scene which simulate a metal object hit by a ball. The mental bends in the begining then breaks off. To achieve this, I used switch solver to switch from cloth to rbd solver when the ball hit metal. The metal deform and tear off by cloth solver then fall down by rbd solver. Currently I used expression "$F>=20" to determine the switch time of solvers. If I can get impact info, the process can become automatic instead of using expression. Thanks in advenced~ Jack switch_solver_test.hip
  16. Heya guys, I've been trying to sim a simple cloth - I setup a plane, ran a cloth sim and then I created a box, and copied it onto the cloth points. The problem I'm facing is that I want the boxes to follow the "rotation" of the cloth. It should be possible to do it because the point normals follow the sim correctly. Unfortunately if I have "Transform using Template point attribute", my boxes go WILD for a good few frames and then somewhat stabilize at some point. I think I've looked at every attribute there but couldn't find a way. It's the normals I think though, as if I pop up a Smooth SOP on N and go wild with the values I get some smoothing, but the movement is not correct anyway. Basically they "flicker". Attaching a simple test. Any help? Thanks test_stamp_cloth.hipnc
  17. Houdini 12 Cloth help

    Hi. After trying cloth in houdini i was wondering how to make some kind of curtain thats slides open and closes after a while. How to do this in houdini?? I cant find any tutorials on H12 on the internet. -does anyone know some tutorials for cloth in H12? -some example files that may help? with if possible a little explanation!!! thnx alot!!!!!!