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Found 181 results

  1. Hi guys, I hope you can help me with setting up this vellum inflation scene... Basically, I have animated a sphere expanding and used the rest blend node inside the vellum solver to inflate the sphere. What I would like to achieve is an interaction where the vellum inflation sim interacts with a rigid body 'plinth' that it is initially sitting on rather than it just being a static collider object. I have tried using the vellum shape match constraint for this behaviour but have found it tends to deform the shape which is not ideal. Preferably, I would like to know if it is possible to use RBD dynamics inside of a DOP network and have that interact with the inflating vellum sim... The entire sim would also sit inside of a static container too as the plan is to squash the vellum soft body against the walls of the container. Any help on this would be really appreciated. Thanks! Vellum_Rigid_Body_Interaction.hiplc
  2. Can you simulate Vellum Brush interactions over time? Hi guys, im trying to recreate the cloth simulation from this awesome project ive found on behance: https://www.behance.net/gallery/136351151/RGB. Im mainly focusing on 0:00-0:005s. I thought they first grabbed a single frame from a vellum solver sim and then to get that extra movement at 0:03s they used the vellum brush to "kick" down parts of the cloth. After trying out the vellum brush im now wondering if that tool can only be used to create stills. I can kind of recreate the kicking down movement in real time in the viewport with my mouse but at the end of the day thats just giving me a still. I need a simulation tho... So my question is can i keyframe or animate the interactions im doing with the vellum brush somehow? if so, please explain how i can do that. Other than that if u guys have any other suggestions as to how they achieved that simulation, please feel free to tell me! Thx
  3. Hey Everyone, I'm setting up a pretty basic vellum cloth simulation > a pop wind and a pop force as gravity only operating on one group and that group grows over time. now, when I let it run the solver seems to delete primitives as some kind of tearing effect (ripping apart the cloth under stress) I don't know. some primitives turn black and then they disappear. It's a kind of tearing effect that I want to avoid or disable, I just seem to not find the setting. I do have welds in the setup but breaking is disabled. I really don't want no tearing at all. It would be great if someone can push me in the right direction. Cheers captue_0002.mp4
  4. tyflow-like cloth explosion

    Does anyone have hints on how to achieve a similar effect as shown in this post by tyflow (an fx tool for 3DS max) : I'm so much in love with the effect, but I want to achieve it in Houdini! Thanks in advance for your wise advice! =)
  5. Helle there. I have a Sim from marvelous designer (Body and Cloth) and want to play around with vellum a bit. After importing/unpacking the alembic i separat it in two groups (cloth/body) and attach a vellum cloth node. The moment i attach it houdini always crashes so i guess it´s not the correct workflow... do i have to bring in body and cloth on my own and do the simulation/rigging in houdini? take care
  6. Vellum Pin to Target with gravity

    Hey gang, I've run into a problem I can't get my head around. I have a Vellum cloth sim with a Pin to target constraint. I want the cloth sim to follow the target while also being effected by gravity and can't resolve making both the target cloth sim and gravity occur at the same time. Any insight would be MASSIVE help! Thanks. Hip is attached. Vel_pin_target_gravity.hiplc
  7. Vellum cloth

    Hello everyone. I'm experimenting with vellum cloth. But the character has tremors in his arm. What could be the reason for this? Thank you for your help in advance. Subs 5 Cons Iterations 500 test_vellum.mov
  8. Greetings! I'm trying to attach a vellum sim to a pop sim... The idea is that I first do a pop advection sim then attach vellum cloth to that so they collide and interact with each other... It's almost there, with one slight issue. It seems that vellum is calculating the particle point for every frame and I need it to calculate only the newer emitted (birthed) points... Is there a way to tell it to do so or is there a cleaner setup to achieve what I want? Attached is a simple test scene of where I'm at. Any help, guidance, or advice would be greatly appreciated! vellumParticleTest01.hiplc THANKS
  9. Hi! Im trying to update the stiffnes of my pin to target constraint inside of a vellum contraint property , but when it updates it doesnt updates with the paint attibute im using to scale by the stiffness. Is there a way to do this inside the vex option on the vellum constraint property?
  10. vellum cloth self-intersection

    Hi guys! Justa quick question. Im trying to achieve this kind of effect: Very thin plastic plane (has to be thin besause of tiny wrinkles) on animated skeleton. BUT unfortunately it doesnt work quite well, bcs there are so many self-intersections, and also intersections between the dancing skeleton and plastic plane itself eventhough I set the substep to 10.... :/ can anyone help me to solve this issue, please? THX so much Here u go the hip. dance.hip
  11. Hi All, Struggling with my Vellum sim. Have a relatively simple sim that is some fabric suspended on wires. Hair constraint handles the wires, applied to wire Group, pinned to static elements Cloth constraint handles the fabric, applied to mesh Group, no pinned geo Glue constraint applied to all geo Edge length scale parameter on my geo is quite small / shouldn't cause issues Any advice on why my sim kinda works but doesn't keep points at the end of the wire and mesh in the same position? Thanks
  12. OpenCL Exception: clEnqueueNDRangeKernel (-52). This is probably due to incorrect number of kernel parametrs. I'm getting this error on each iteration when I try to use a Vellum on a sphere. I'm just trying to make a basic balloon, and am using the Vellum Configure Balloon preset from the tab menu. Essentially following the Entagma tutorial for the initial setups then deviating once I get it inflating how I want. At least, that is the goal. As it stands, that error just keeps looping until my Houdini crashes when I try to simulate. I have already choked down my cache size and have the latest nVidia drivers for my GeForce 1080. I can't find much info online and none of them have resolutions.
  13. Rendering cloth on both sides

    Hi guys. I have a quastion 1) how to render cloth on both side? Do i need to use something like polyextrude? 2) Im rendering cloth on extremely high angles of the normals and thats why cloth become white. How to fix this?
  14. Hello. This is my first time asking I think it's a long stretch because of the orange part, but I don't know how to solve it plz help me
  15. Hello, I would like my drapped cloth to be a bit more pulled towards the bottom when I am simulating and not have it fly upwards too much. see screenshot. I just want the shape to stay a bit more consistent. I know that the arms are pulling the cloth up at some point, but I am sure I can cheat my way out of this!!! I created a @massgradient with a wrangle using the bounding box of my cloth. This feed into my vellumcloth>vellumDrape>DOPnet. So this attribute should be 1 at the bottom and near 0 at the top. How can I multiply mass by this attribute in the DOP? Is this even how I should do this? I tried using a Pop Property inside DOP, setting mass to 10, and in the VEXpression, typing @mass*=@massgradient; But this doesn't seem to do anything, and when I bump the mass to 100, it gets really weird and doesn't do what I would imagine. Any Ideas? If the cloth had a lower resolution, I wouldn't have this problem, but I want to keep this wrinkled look. Thank you very much
  16. Dynamics Tendrils Anemone

    Hi Houdini Magiciens Anyone know how i can do that ? I know how made tendril /anemone with hair but i don't find the way to made collisions like in this vidéo. It seems like cloth. Thanks a lot for your help !
  17. Membrane tearing

    Hi gang ! Here is my latest vellum file, I played around with noises and constraints. My goal was to emulate a membrane tearing, much like a burning film: You can download the hipfile and play around with it tearing_share.hip
  18. Vellum Cloth Stitching Has Jagged Edges

    Hi Guys, I have been working on a cloth simulation in vellum where im making a pattern using a curve and then using those curves to dictate where the cloth will be split up into separate pieces using an edge fracture. Im then trying to have all of these pieces stitch together to make one whole connected piece of cloth that is made up of all of those pieces that were cut out. I intend to texture all of the separate pieces individually so currently i am using the piece attribute created from the edge fracture and then have converted that to groups to later be used in c4d to texture. The problem i am running into is that the edge fracture is making all of my intended seams jagged. I feel like the edge fracture probably isnt the right way to go about doing this as it seems that its more geared towards RBD and destruction but havent been able to find a solution. I would also be curious what the best way of stitching all of the pieces together would be? I am using a vellum stitch constraint at the moment but also struggled to be able to get the seams of the pieces I had cut out to stitch to its respective piece. Below is the render as it currently is, you can see all of those jagged edges. Im still quite new to houdini so any advice or knowledge you guys have would be greatly appreciated. I have attached my scene file below if anyone wanted to have a look. PS. This is my first post on the forum so if this is in the wrong spot please let me know. Cloth_Experiment_01_v08.hiplc
  19. Hey there, I'm currently trying to get a trampoline effect in Houdini. My current set up is using a grid as the trampoline, and I have a sphere falling onto the trampoline with a mass of 15 all in a vellum cloth set-up. Solver has 10 substeps. I get a small initial bounce, then it loses all bounce after that. I've tried increasing substeps, messing with the trampoline cloth stiffness and bend, lowering the rest length, etc. I can't seem to get a stronger bounce than what I have now. I'd love to maintain the first bounces "bounciness" with all the following bounces. Any help would be very appreciated! Scene file attached and test vid attached. Trampoline_v001.hiplc Trampoline_v003.mp4
  20. Hi, I have a vellum cloth sim in which I need to have a cloth stick to a geometry as a starting position for my simulation. My simulation is basically a stick that falls off of a product but so far I am having trouble getting it to start as if it were sticking on the surface (which is not flat). Any tips on how to achieve that are more than welcome. Thanks.
  21. Vellum Collision Problems

    Hello! I am trying to deepen my understansing of vellum by building the solver netowork myself. I have hit is very enfuriating sustuation were my character litterally walks out of her pants. When I use the sop based solver this dosn't happen. I am sure I am missing something but it seems most things I have tried are giving me the same result. I am using an almebic cache for the collider, and cloth geometry brought in from Marvelios Designer. I am using an collision source node to generate a vdb for collisions, and using a staticObject set to “Use Volume Collision” and “Volume Sample” for division Method. Here is what I am getting
  22. Curling peel

    hey guys, how are you? i'd love to know a way to do this technique, I already know how to do the tear, but I can't curly every piece like that. anyone know how to do this? https://vimeo.com/396578224
  23. Houdini Instructor

    short contract (3 months) Houdini Instructor. *must have work visa or legal right to work in Italy (work visa will not be provided)* - 4-7 experience specialized in high quality FX, demonstrated through a showreel - Well versed in the operation of Houdini and can easily relay the fundamentals on how to use and create in Houdini - excellent communication skills with both students and colleagues - rounded understanding of VFX industry and VFX pipeline - pro-active learner and problem solver - strong organizational and time management skills - previous teaching experience is preferred
  24. 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 ?