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Found 157 results

  1. sliced ribbon cloth effect .

    Hi , is there any guide or starting point to achieve this kind of effect in houdini like this tyflow example ? https://www.instagram.com/p/Bm8nHNfApwE/?utm_source=ig_web_copy_link the confusing part for me not the sim itself , it's how he slice the geo in a continues sliced way ? any input is really appreciated ?
  2. Vellum Cloth and Grain Interaction

    Hello all, I'm attempting to combine vellum cloth and grains on the sop level but a few things look strange. When I merge them before the solver (like I've done in the past with multiple pieces of cloth) it looks like the grains add little square boxes onto the cloth mesh. I'm guessing these are the grain constraints but I'm not sure. Also, when I run the sim the grains stay above the cloth, never actually colliding with it. I assume the two things are related but I haven't been able to sort it out. Does anyone have any ideas? Thanks in advance. Vellum_ClothandGrain_01.hiplc
  3. Hi all, I'm going crazy trying to figure out what I thought was a simple and common problem to solve. I'm creating a walk-cycle of a man covered in flapping rectangles of paper. I'm scattering 1500 points over a mocap biped in a t-pose, interpolating the points on the animated version of the biped, creating a planar patch, defining pins, copying the planar patches to points, and then doing a cloth simulation with vellum (with biped and self collision). This all works just as suspected - awesome. The problem is, when I copy the planar patches to points they intersect with each other and they intersect with the biped on the first frame and stay like that as a result. I've tried a for each point loop with intersection analysis to remove planar patches that intersect but it would calculate on each frame (as opposed to only the first frame as I'd like) and was a big mess. I'm a novice and don't know what to do having spent a whole day trying to research/experiment. Please advise me on how to resolve this - would really appreciate it.
  4. Vellum Cloth Collision

    Hi everybody. I have a cloth rack with hangers and clothes on it. The rack moves along the path. I simulated and cached the hangers moving with the rack. Then I modeled and draped the clothes on a static hanger and copied the draped clothes to each hanger to simulate the clothes on the moving hangers. I thought instead of using static deformed object it is better to use RBD fractured object (making it inactive) with point position, translating the transform of the hangers, so it would not load the collision geometry every frame. To help the vellum follow the animation of the hangers I also soft pinned with match animation those parts of clothes that "touch" the hangers. The problem is, after a couple of frames, the clothes start to penetrate the hangers. Increasing the substeps (tested with 10 and 20 substeps), collision passes, polish, post collision passes doesn't solve the problem. So generally I have 2 questions, first is: which collision type is used in vellum simulations: Bullet or Volume? And second: any thoughts on how can i solve my problem? Loading hangers through static deformed objects also dramatically increases calculation time.. Or is it the only option for vellum? Thanks in advance!
  5. Vellum Cloth with various materials

    Like the bag simulation in the Houdini 17 o'clock video, I try to make the clothes have the effect of other materials such as iron and leather. No matter how hard I look at the parts where iron and clothing are simulated, there is no example of this, so is there any part that I can refer to?
  6. Natural Wind Movement on Vellum Cloth

    Hello all, I'm looking to create a wind force that flows through vellum cloth in one direction. I feel like I'm getting close with offset on a pop force but it seems like the wind is moving the cloth uniformly all at once and I can't figure out how to fix that. I've attached a reference of the flowing cloth I'm trying to create and a hip of where I'm at. Any help would be greatly appreciated! videoplayback2.mp4 Simple_FlagWind_01.hiplc
  7. How to make collar using Vellum?

    Hi everybody! I'm trying to model a polo t-shirt, I got stuck with making proper collar. As you can see on the picture, the collar doesn't bend in the right way. Lowering bend constraint doesn't help, as doesn't help increasing resolution, constraint iterations or substeps. I'm also trying to stitch some points on the collar to the body part to force collar bend in the right way, yet it doesn't help. So I've got lost. I'm trying to make a hangers with cloth on it. And although Vellum works pretty good in modeling cloth (thnks to Sara Rascon's and John Lynch's masterclasses), I don't know how to force to fold collar in the proper way or in general how to art direct folds. I have made and attached a simple example. testCollar.hipnc What is the general workflow in making collars? What am I doing wrong? Thanks in advance
  8. Hello; I tried to deform a cloth object with the smoke, but how can I stop the smoke from passing through? Thanks for helping. Cloth_Smoke_Collision_01.hip
  9. Cloth DOPs

    Hi. I was digging in SideFX DOPs documentation and noticed such nodes as Cloth Mass Properties, Cloth Material, Cloth Material Behavior, Cloth Plasticity Properties and other cloth related nodes that seem to be missing in Houdini 18. Are they legacy nodes I don't have to care about or have I misunderstood something?
  10. Hey everyone ! As an exercise I am trying to reproduce this C4D tutorial in Houdini, which seems pretty basic but I can't find the way to do it : I tried to use vellum cloth and a pop wind but I am not sure it's the right way to go. I had some pressure to avoid the sphere to collapse but again I am pretty sure this is not the way to go. 3 points interesting in the video : The folding of the cloth which are really realistic to me The fact that the sphere is not collapsing or moving The fact that we can not see the wind direction/noise pattern Here is the hip file even if it will not help :'D Wind-SphereCloth.hip
  11. CG Master Academy is searching for active industry professionals using Houdini for cloth simulation to develop and teach an online course. Flexible scheduling with a 3-5 hour per week schedule footprint depending on class size. Minimum Requirements: must have 4-7 years of professional experience in feature film/animation projects and a current demo reel showcasing work specifically in procedural modeling. Preferable: Some experience teaching or training artists would be helpful in this role. Please send resume/work history, as well as a link to your website and/or demo reel, to jobs@cgmasteracademy.com.
  12. Houdini 18 Vellum Cache Issue

    Hi All, I am unable to receive the same output when I cache my cloth file, Cache simulation appears way different from my playblast result. Can Anyone guide me why I am getting such different outputs and How can I resolve this issue? I am using Vellum I/O for cacheing and I have 6 substeps in my simulation.
  13. Cloth wrapping animation

    So, I have a task to wrap rubber flexible mat around object. It is 1x1 meter electric insulation, and i need animation than shows how to wrap mat step by step using hands. I'm very new in Houdini, and not have experience in vex or other scripting, i'm trying to use only nodes. I came to next decision: I'm using vellum cloth as base, and some spheres in places where i grab cloth to move and drag. This spheres have vellum constraint "attach to geometry" with my cloth. And then i animate sphere moves, and simulate vellum. My problem is next - i don't need move all spheres all time, and in some moments i moving its manually, trying to simulate cloth real falling by gravity. So, how you can expect - it's weird. Does any way to detach and attach constraint attach to geometry not only at start frame, but through all my animaton time?
  14. * Posted the same question in Houdini forum. But no reply until now. So reposting here I want to create an effect where a Flower is getting hit by drops of rain water. The water drops sticks on the flower and slowly drips down. I need to create the wet map. As well as, the flower should react (bend or disturbed) when the drops fall on it. I am fairly new to houdini. If someone can suggest me a path to achieve this effect, it will be very helpful for my R&D. Please suggest me a brief process from where i can start developing. I am hoping to learn a lot from this project. HERE are SOME REFERENCES
  15. Hello all, A mocap actress walks catwalk style and turns around, walks backward, back and forth a few times. I'm so close to getting this to look very realistic but I am having trouble with self collisions bunching up the fabric. I attached an image of what my result issue looks like and the parameters I'm using. If it's not any of these causing it, could it possibly be my pin to animation constraint? It's the straight-forward Grouping Pts to pin and pinning to nearest on mesh in Permanent setting. Thank you for any advice. Sadly, I can't share the project file.
  16. Hi When simulation cloth I often think that adding some thickness to the cloth looks much better then just rendering a flat plane. But what is best practices when adding thickness? To extrude the plane before simulating and adding load on the simulation, or adding it afterwards? I am asking this because I am having a hard time controlling uvs, intersections and adding bevel to the plane after its simulated, because it is in constant change...
  17. While setting up vellum constraints, I used the preset: "configure balloon". It created both vellum constraints: cloth and pressure, with both nodes sharing the same "stretch" properties. After some testing, I realized that both "Stifness" and "Damping Ratio" could be set to 0 within the cloth constraint, as long as the pressure constraint had non-zero values on both parameters and things would be exactly the same. But on the other hand, if I tweaked the "Rest Length Scale" and "Compression Stiffness" parameters on the cloth constraint, this would have an impact. Why do some values on the cloth constraint are overriden by the pressure constraint (wich comes right after the cloth) and others aren't? Cheers, Diogo
  18. Flip Fluids deforming collision objects

    So I am quite new to Houdini, I have a fairly simple setup where I am simulating the behavior of a viscous material where viscosity is increasing exponentially with age and multiplier. So by frame 120 particles stop moving. I am emitting in a line in a loop back and forth so slowly the particles start creating a layered wall. However I have encountered 3 very intriguing problems which for the world in me I cannot seam to figure out: 1 - When meshing the particle data the particles that are close get meshed (obviously) and I don't really see the layering that I need to. Tried creating a very highrez model but didn't really work. (Is there a way to use the viscosity or age variable to stop particles from meshing together and keep the layering intact?) Currently using VDB from Poligons then converting it. 2 - Despite a very high Viscosity, the particles move somewhat when new layer of particle is added on top. Is there anything like Pop-State (as in previous releases) where I can freeze the particles with attributes? currently using (if viscosity>100000 {v = 0,0,0) to set velocity to 0 once viscosity is high enough. 3 - If I wanted to use a deformable (cloth/plastic/elastic) object to fill the flip fluid into how can I go about this? I hope some of you brilliant houdini artists have some advice or tips on how to go about solving these problems. Houdini file attached. SimCon1.hip
  19. Hello, Is there any way to paint the restlength parameter on vellum cloth constraint? I tried assigning "restlength" attribute using wrangler node, but vellum solver doesnt seem to read it. I am trying in SOP btw. Thanks!
  20. Vellum Cloth Crumple

    Does someone know how to crumple cloth into let's say a ball in vellum?
  21. Hello, I'm just getting into vellum and the solver seems fast and cool but I'm trying a sim here where the geometry tries to attach to its collision geo, but that ends up being very jittery at the end with what seems to be no loss of energy. I've uploaded a scene file. I've tried to set @v to zero at the end and that still hasn't worked. What're the steps to making this solver behave? vellum_basics__jitter_02.hip
  22. Hello everyone, the project > I'm working on short animations of a shirt flying in the wind. I decided to use houdini to learn it and use the new vellum solver. I managed to have really nice and quick result for most of the shirts but one of them give me some troubles.. problem 1 > One of the shirt is more like a polo so I would like to set differents constraints on the collar to make it more stiff than the rest. I tried to make groups and merge them but I think I'm missing something because it's not working. I can't find any related topics either.. maybe you guys can give me a clue on how to make this work ? I'm ready to experiment I just don't know where to search anymore.. problem 2 > On the same shirt there is 2 buttons. I'd like to glue them to the shirt for them to react like rigid body and follow the shirt mouvement but I don't understand how I can do it and how to place those news constraints in the graph.. First screenshot is a view of the collar and the buttons placement. It's a model from Marvelous Designer. Next a screenshot of the network view and third a view of the collar being not stiff enough ( : I can only do screenshoots of the shirt and can't really share my hip file because the design of the shirt is not supposed to be released yet. Thank you for the reading !
  23. Vellum Pin to Target

    Hey, Is there a way to constrain vellum to deform animation and then lose it over time? I'm trying to animate the "breaking threshold" inside the vellum constraints after setting the constraint type to "Pin to Target" but it doesn't seem to be doing anything?
  24. Vellum Cloth Eyelit

    HEY everyone, I'm trying to recreate a metal eyelit in a cloth and I am going about this using simple cloth. so far I have a pretty nice working file but my cloth starts wrinkling almost right next to the eyelit. I am trying to make a fall off on the outside radius of the metal eyelit so the fabric has more integrity to it around the eyelit/is more stiff and then gets more flowy further away from the eyelit. I am also seeing intersections with the cloth and the eyelit ( I think I need to model the eyelit properly so it doesn't intersect from frame 0 into the cloth or it wont recognise that it's a collider) Anyway I'm very, very new to houdini and have come from c4d so I was wandering if you guys could take a look at the HIP file I've uploaded and tell me if I have the correct setup and how I can make the cloth around the eyelits more stiff so all wrinkles eventually falloff to 0 before it hits the eyelit. Using vellum simple cloth btw with attach to geo constraint. Cheers eyelit.hip
  25. Vellum Hair Break

    I've managed to get the vellum hairs breaking quite nicely - but I wonder what the breakthreshold is compared against in order to determine that it has been reached. Any ideas?
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