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Found 154 results

  1. 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??
  2. 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
  3. 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?
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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?
  14. 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
  15. 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?
  16. 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!!!
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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!
  24. 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.
  25. 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