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Found 96 results

  1. Part of FEM Object

    Hello. I want to know is it possible apply FEM effect to part of animated object? I can do it with Vellum with simple VEX and paint or color node(With paint white-black to geometry): int @stopped = 1; int @gluetoanimation = 1; if(@Cd.r == 0) { @stopped = 0; @stopped = 0; } But when im done with Vellum, the result does not satisfy me(cause im noob of noob of Houdini, I do not fully understand the parameters of Vellum) Can i use same or similar way with FEM?
  2. Exploding Fruit!

    Hello, there good people, I really need help with this subject and I don't know what am I doing wrong to not get my replies on my posts If anyone knows why please help. Anyways I wanted to get a fruit to explode and be squishy, So Fracture RBD isn't really an option. And when I try FEM you can't really create a shell object as it fills the whole object with tets. Plus FEM is so slow and unstable -Don't know if I am doing something wrong-. Also, a sidenote how do I add custom exploding force to FEM Sims. Thank you so much in advance and I really hope someone helps me out as this is driving me crazy.
  3. Softbody, FEM or Vellum?

    Hey .Hipsters, I'm quite new to houdini and at the moment I'm struggling a bit. I have an animation of some Cells, which pop out of some pores. Now I'm not totally sure, how to start. My Cell-animation would come as an alembic. 1st: Is it possible to let the Cell push through the pore like some softbody and has some kind of target / end-state. 2nd: How to acchieve the pore-stuff. Vellum Softbody or FEM. Would be cool, if somebody could help me out greetz natnat
  4. FEM and Vellum

    Hello there magicians, I am facing this problem where I am choosing between vellum and fem to simulate a blobby thing effect that is an animated alembic cache I've reached reasonable results but now I want to decide which is more convenient vellum or fem, also can I paint weights in FEM i.e. some parts jiggle more than others and what are the specific parameters responsible for the jiggle and volume conversation effects in either vellum or FEM as I am new to both. Thank you so much in Advance.
  5. I've looked at the help regarding the blend solver and it looks promising but I've ran into a few technical problems. I'm running an animated character (alembic/capture), and because of the movements there's interpenetration in the shoulder regions, elbow regions, etc. Usual stuff. I had the bright idea to use FEM as a way to solve for these specific areas so when I run cloth it won't get caught in the character. Also I'd have the added benefit of those ares nicely squishing, a faux muscle deformation of sorts. I don't know a good way to run a sim but also have it follow keyframes, The blendsolver technique listed in the help looks like it could work, but the vellumsolver doesn't hook into the blend solver. It's apparently the wrong type. The old FEM solver was quite slow. Mind I haven't gotten into the active attribute workflow yet, so maybe I could speed the FEM solver up a bit. The other thing was the FEM solver's result weren't all the great looking either topology wise. Is there a specific topology it favors?
  6. Hello, everyone! This is my first time posting as I am new to Houdini. For one of my first projects, I was trying to create a FEM simulation using the Organic Mass preset. Using FEM, I am able to adjust my mesh as I want it, however, I am running into an issue with the following. I would like parts of the mesh to differ in property. For example, If I am using a human head/torso bust, I would like the neck to be significantly softer than the head/chest. However, I have not been able to figure out how to apply different FEM object settings on different parts of a mesh. Any information regarding how I could assign different FEM characteristics to different parts of a single mesh would be greatly appreciated. Best and happy holidays to all, -P
  7. Hello! So this weekend I cached a FEM simulation and it went swimmingly--sort of. Okay, I didn't do a .sim cache, but a .bgeo.sc cache. The problem is that the file node I have set up in the project to read the cache doesn't read what was written--it keeps recooking all the finite elements, even though it is not hooked up to anything except for the cache directory. (I even tried switching the file cache node I used to write it to "load from disk," and it still wants to recook everything. I pulled the cache into an empty file and it loads beautifully, so I know it actually cached fine. The next step in the project is to pull it in and use it to deform the original hi-res geo. How can I tell the project to stop cooking and just read what it wrote? Thanks for any help, as always-- **Addendum** - creating a whole fresh new file read node worked fine. I guess at some point Houdini nodes get tired and forget where they are? At any rate, I would love to know what I clicked that made it so forgetful, so I know how to fix it when I screw up again. **Addendum to the Addendum** - the new file node worked fine, until I went out of that subnet and back in, and then it started doing the cooking again. So, still not fixed, and the file nodes are still forgetting themselves.
  8. Radial force for FEM objects?

    So I'm sure this is a stupid, way-newbie question: I am working with various FEM elements. What I need is a radially-orienting force to "push" the objects. However, I want it to pulse, like a fan being turned on and off. (I couldn't get the fan force's shape to behave in such a way to make it completely spherically radial.) From my Googling, it looks like magnet force is the way to work, but it seems impossible to control. I've been scaling a metaball using a sine-wave based CHOPnet, but the metaball itself pulsing on a SOP level doesn't seem to impact the force's scale in a not-unruly way, and the force scale can (seemingly) only be keyed in steps (which is why I went for scaling a meatball). This step keyframing is a problem because I want the force to oscillate to negative values, too, for push and pull. There doesn't seem to be a way to scale it in general within a certain area--i.e. to have a super-strong force the field as a whole has to be enlarged, so one-half of a FEM object can't get pulled on very strongly while the "outside" half is unaffected. I'm used to working with Maya, so really all I want is a nice, tidy Radial field, which can suck and blow (radially) as I tell it. Any help is profoundly appreciated.
  9. When would you use FEM over Grain? The last couple of weeks I have been working with Grains, and got a good understanding of how it works. It seems that you can do pretty much everything with this tool in case of cloth and simulation of object that will deform. I haven't been using that much time on FEM, and from my perspective it looks like a tool that has a lot of overlaps with the grain tool. It could be nice to get an understanding of where the FEM and Grain tool differs and where to use which, from people that has good experience with both tools.
  10. FX DemoReel 2018

    Hi, These are my Houdini effects collections created simultaneously while learning Houdini.
  11. hey chaps i'm trying to create a sim of some chips. I want a big heap of them to fall on top of a burger sim i've done! I've tried a few routes and just wondering what is the best way to go about this. I've attached a scene - its a basic setup of some chips model. I've made them packed and they fall. however they are rock solid and just clearly dont have an air of bendyness to them. what is the best way to go about this? I tried FEM ....making one chip... solid embed... multiple copies then run that. It seems to work in a fashion but soon as i turn up the amount of chips it becomes quite sluggish and also if some interpenetrate then you get wildly exploding meshes. I tried a wire solver but found the wires just seemed to do their own thing and not hold a shape or length. I have got the rbd packed working but of course its just simple shapes and they dont bend. I wondered if it might be possible to create a chip that comprises of maybe 5 simple boxes connected together with constraints? attached a scene file below - theres a fem setup in there and rbd packed.. chips_sim_v003_rbd_for_odforce.hip
  12. Caramel Goo Tear Apart

    Hi everyone, my first post, newbie to houdini but diving in! ive been trying to find the best way to achieve the classic mars bar chocolate caramel bar being pulled apart in close up detail, where the caramel slowly tears apart with strands becoming longer and thinner as it gets pulled. kind of like the classic bubble gum on the shoe type thing. FEM ive tried fem, but couldnt get it to become strandy enough and then completely tear apart. love to know if i continue to explore fem that it would be possible to make this effect. GRAIN SOLVER?? perhaps the grain solver with some noise determing the glue strength so natural tears become apparent in the grain block as they get pulled apart? FLIP: VISCOUS FLIP viscous sim perhaps might work? anyone experienced think this could be the way to do it? im hitting lots of newbie dead ends, so any help on which avenue will actually get me the desired effect, id be much appreciative. J
  13. I have a scene with two FEM objects. I want them to move towards world origin, collide, deform , bounce back and move towards each other again, collide, bounce back. Like a pendulum balls. between 5 and 10 collisions.I have used Magnet force with animated Activation by certain $FF == 2 || $FF == 150 ... But it is not sexy. Or very flexible. Can someone please have a looksi and help with some more clever magic to achieve pengilum balls collide like repetitive collisions? femMagnet.hip
  14. Houdini FEM stops at frame 800

    I am trying to sim a 1000 frames of a FEM coral with branches swaying in water currents. For some reason it freezes at frame 800. I checked all the DOP nodes, and couldn't find anything obvious. What am I missing? softCoral.FEM.paintWidth.h16p5p378.v27.hipnc
  15. Hi What is the best approach to use muscles system on existing animated geo from other application? I have animation, I have muscles baked out, I have skeleton or even bones if needed. My question is if i need to recreate whole rig in Houdini for a quadruped character just to be able to pin the muscles to the animated one and then following the mesh ? What is the best approach to use existing animations let's say in alembic and use some of the to drive muscles then using FEM or tissue system on top of it ? greetings djwitkac
  16. FEM - Can one use with glue?

    Hi guys, I've setup an Organic Mass FEM, with an active RBD producing the deformation. The RBD while deforming the FEM, pushes it out. I would like to have the base of FEM stuck to the ground. Is it possible to use something like Glue, if so, How? Any other ideas are totally welcome.. Thanks in advance Arun
  17. So I have this great cloth sim. but it has this small, high frequency noise that I can't seem to filter out without drastically changing the sim. My current working approach is to take the position into chops and filter it using a gauss filter and spit that data back out. It works reasonably well but as you can imagine it does drastically change other aspects that are working. The frustrating thing is that the noise is so easily visible and stands out so completely that I'm sure there is a way to isolate it but I can't seem for the life of me to thing of an approach. any help or suggestions would be greatly appreciated.
  18. I'm trying to simulate some relatively complex interactions between a squidgy, soft-body tentacle kind of asset and some arbitrary, sort-of-complex geometry. FEM seems like the best way to go about this - I've tried cloth simulation, but but there's little else that easily gives me the really nice volume-preserving properties I get out of the soft-body solver. Overall though I'm still kind of a noob at this, so I'd appreciate completely different suggestions on how to do this My main problem is that no matter what I do, I seem to very easily get tets being stuck on concave geometry. I'm attaching a scene that I've been using as a technical test to try and resolve the issue - it's pretty representative of the issues I get on more complicated scenes, but with faster iteration times. The objective is to get this sea cucumber to pass through a narrow, concave space in an organic, slippery, squishy way. Mostly it behaves correctly, but the problem is that eventually: Some of the tets will get weirdly stuck on the geometry The unfortunate thing is that increasing substeps and collision passes only seems to make this worse - with more collision passes, more tets seem to get stuck, and it becomes harder for them to get unstuck! I don't have any friction on either object, and ideally I'd want them to pass through each other really smoothly. Is there a good way of achieving that? Or anything substantially different I could be doing, to get the same effect? Would love any advice people might have! The scene itself: PenetrationTest_FEM.hip
  19. FEM object Cut

    Hello all, I'm playing around with FEMs and would like to implement it to my ongoing project. Idea is to create a "Cut the cake" effect. I have tried to use the shelf tools, but FEM build in fracture system is not as flexible as standard Voronoi. Could you please check out .hip and let me know if I can use controlled Voronoi fracturing for FEMs? Or maybe there is a more efficient way to tackle this problem? CutCake002.hip
  20. I'm pretty new to Houdini and I'm not sure whats the best way to approach this effect. Right now I have a thin cylinder I am using for the string and I converted it to organic tissue in the shelf. then I have a big soft body that I also converted to organic tissue, and placed it on a rotating platform. All of that works great and looks nice when it deforms. But I'm not sure how to attach the rope to the soft body so that it will begin to wrap around it. I tried using a SBD spring and that had no effect. Then I tried using the Stich cloth tool from the shelf. That worked great in "hard" mode, but the two soft bodies stopped colliding. Then I tried constraining the rope to a rigid body, and the constraining that to the bog soft body, it worked but the rigid body kept dragging everything around randomly. I attached my scene of what I have so far. Thanks! rope.hip
  21. Curve Force on Cloth / FEM

    Hiya, How does one get a curve force or other such custom force into a cloth sim? Trying to push some cloth grids along a custom velocity field. I found this setup but it doesnt appear to work in H15 Cheers
  22. Hi, I'm having problems with the tissue solver in H16.5 First, my computer crash if I use the default settings for the solid embedding section of the bones and the tissue. I'm using maxTet .1 minTri .005 and disabling the base size, that creates a decent tetra object. Now the animation stays static all the time and not following the animation from the skinned mesh Is there a tutorial? thanks in advance, -Alex
  23. Plant Dynamics

    Hi there! I'm tasked to do a simulation of a guy, walking through some plants. So I need to make some motion on the plants, as they're waving in the wind, but also collide with the character. My initial though was either Soft Body or Wire sim, however I can't get it to play. If anybody got any good suggestions, please let me know! Unfortunately I cannot share anything. Cheers, Jonas
  24. RDB ragdoll and FEM

    I have a baked agent and made a rbd ragdoll from it, and would like to throw it onto a FEM object(solid). When in DOP it wont interact with my FEM solid object. Anyone know how i can make my solid object react to the collision of the RBD? (I throw my RBD object using velocity on my rbd object). Let me know if i have not explained my self good enough.
  25. rbd and softbodys

    I'm trying to understand what is possible in combining rbd and softbody simulations. Or what the workflow should be to get a fractured object to break apart like in a rigid body sim but also be a bit squishy. Like how a pumpkin might break when dropped from 2 meters off the ground. I haven't been able to get this look with fem and fracturing as the individual pieces kind of stick together on impact and don't break apart the way rbd does. Is there a solution with the multi solver? or some implementation of the grain solver that i can't think of. if someone has a solution for this i would very much appreciate it if you shared it with me. thank you. B
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