Jump to content

Search the Community

Showing results for tags 'cloth'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 121 results

  1. Infating cloth, gravity problem

    Hi there! I have just two short questions. I created inflating spheres inside of cube, and they are coliding between them selves, BUT just in shape deformation, there is no gravity, and they are not pushing themselves into free space in cube. Is there any possible way how to fix that? And second question is, how can I fix problem with permeability of "static object" (the cube space around spheres), because some spheres are going out from this cube, durring the simulation? Do i need decrease division size, or? (the attached picture) I hope both problems are understandable with my pure english. Thank You so much for any advices! Best regard,! Balls.hip
  2. Vellum Cloth and String weld

    Hi guys, I'm playing around with vellum but something is bothering me: I want to attach a string to a cloth but I cannot do it if they are 2 different vellum objects in DOPs The example file will be much clearer than what I write but the question is: Does all the vellum objects need to be merged to build a constraint network, am I using the wrong method meaning I should create the constraints in another way ? Thanks for you help ! cloth_and_string_01.hipnc
  3. cloth capture weights

    Is there really no (easy) way to edit the weights generated by the "cloth capture" sop, or am I totally missing something? It seems like the "edit capture weights" shelf tool should do it, but I guess it's for bone weights only. Kind of a big omission, especially with the the addition of the new Vellum stuff. What is the solution to transfer a low res cloth sim to a hi res asset? I am currently getting ok results with the point deformer, better then with the cloth deformer, but it would be really nice to adjust weights on a more granular level. I have been comparing the results between the new vellum cloth and Mayas ncloth for use in an upcoming project. While I have been getting pretty good (and fast!) sims with vellum, I have been having issues finding a reliable way to transfer the sim to the render asset.
  4. Here is a basic setup for stitching vellum cloth together using the weld seams feature on the vellumdrape solver. Edge groups are assigned to the garment pattern pieces and define seams that will be stitched/welded. The edge groups are run through a subnet to produce companion point group for the edge groups. The point groups are used for stitching seams. The subnet allows you to increase or decrease the cloth resolution independent of these groups, so it is more like Marvelous Designer particle separation in that respect. The vellumdrape solver has been hacked to allow deforming collision geometry. All I did was disable the timeshift node which kept the deforming geometry locked to the start frame. ap_basic_vellum_drape_vest_101518.hiplc
  5. Hi everyone, I'm looking for a bit of help about a simulation I would like to do, here a little gif to help illustrate what I'm trying to do : http://share.scimunk.com/2018-10-08_15-22-49.mp4 is there a way that I could constraint the movement of each point on only 2 axis ( or a virtual plane) to avoid having the dragging effect of the ball passing through the tube ? I'd like the tube to only expand but still keep the behavior of a cloth (that would drag neighbour point). it would also be a nice bonus if the constraint was also controllable so I can still keep a small vertical draging to better control the effect. Thanks a lot for any help! Cheers.
  6. create RBD paper stack simulation

    Hello Everyone. I am trying to create a RBD simulation based on cloth from a stack of paper which goes upward something imitating like in zero- gravity. I am attaching a file with it. A little help would be appreciated papaer_stacks_zero_gravity.hip
  7. Hi everyone, I'm looking for the effect, I call it Dancing man with leaves on body. What I found is from OFFICIAL 2016 AICP Sponsor Reel Director's Cut by Method Studios (from Youtube) and the effect happens at 00:45 - 00:50. The leave should be dynamic and also collide to each other. My first try was using Pop grain on the leaves system stay over the body however, the leaves didn't collide with the body and also didn't collide with other leaves. Can anyone point me how to create it?
  8. Pyro on Cloth (or RBD)

    Hey folks! I have falling money and I need to burn them. I'd like to use pyro on my cloth, but it doesn't seem to work. The fuel volume goes with the falling money pieces, but the pyro doesn't work. I tried also on rigid bodies, and unfortunately, the flames were not following the RBD. Is there any prerequisite or condition that I should be aware? Cheers Szabolcs
  9. Hi there, I'm trying to tear cloth using pyro. Basically, I have a sphere with cloth simulation, and inside this shere I want to make a smoke explosion that will tear the sphere. I tryed using "cloth solver" and "pop grain", but have an issu with both technics as I'm still beginning. 1) Issue using Pop grain: It look good in the popnet but I don't know how to tear the fabric when I but the mesh back. 2) Issue using cloth solver : I don't know how to use the pyro simulation has collider. I tryed VDB or mesh, but I'm missing something. smoke_tearing_cloth_01.hiplc Anyone has an idea ? It would be great to know both technics. Thanks, Charles
  10. Cloth Inflation Problem [solved]

    Hi, I have a simple cloth inflation setup. Using the sop solver I apply a force (targetP) in the in the direction of the normal. It works as expected. However, when ever I turn on fracturing, it seems to ignore the inflation force. Its weird because everything in the geometry spread sheet seems to be the same (when comparing fracture on vs off). Also, this setup works perfectly in houdini 16. It doesn't work in 16.5 and I can't figure out why. Any help would be appreciated. Thanks in advance cloth_test.hip
  11. Hello, This is very strange behavior, wondering if someone knows whats going on or if this is a bug. So I have a simple cloth set up involving a rest shape and fracture. I noticed when I had both rest shape (or target deformation) and fracture enabled, my cloth would randomly move in strange patterns. I could not figure out what was causing this, it's almost like extra velocity is being added. I got lucky and decided to delete the bottom section of the sphere rather than use a clip node. For some reason, that fixed the problem. Why would using the clip node cause all this weirdness as opposed to deleting the geometry with blast. I added a switch node in my scene so you can see both variations. thanks in advance cloth.hip
  12. cloth to motion path

    Hey Guys!! I'm testing a setup cloth,i use grain do that,I make the curve flow force for control the cloth motion.but the effect is not ideal. I wourd like to ask eveybody what is better??Hope someone can help me figure this out.. Thanks a lot 03_sim_c_v01a.hip
  13. Heya! I was wondering how I could achieve a tearing effect in Houdini. Much like this video at time 0:33 I'm working on a side project and would like to have an alembic moving character disappear in this style. I'm not talking about the inner particles but about the outer cloth-like effect. Thank you for your time and help.
  14. Color to cloth attribute transfer

    Hi guys. I'm pretty new to Houdini and I'm really unsure of the avenue to pursue achieving this effect. Essentially I have a grid with a solver changing the color of the points over time, like the infection system Simon Holmedal used in the HypervenomII spot. I then want to use this attribute to activate the cloth solver (black not affected, white affected). I really stumble at what stage in DOPs I can implement this attribute. I tried to add POP force however this doesn't work with cloth. I played a little with the multisolver node and mask input to the gravity however I have no idea how they work. If anyone could shed some light on this it would be massively appreciated. Scenefile attatched. Cheers Al Infect_To_Cloth.hip
  15. Cloth interpenetration repulsion

    Hey there, I wonder is there a repulsion parameter for cloth/FEM simulation that replicates the Push Out parameter of Maya nCloth (https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/Maya/files/GUID-6BF99673-E935-48ED-B371-C62EFD380F1B-htm.html) ? I increased the Substeps/Collision Passes, and it lessens the self penetration, but it's not perfect for a higher cost. I want something that pushes out the cloth when it penetrates itself. Scene included below. Thanks ! cloth_wrap_around_object_test_#1.hipnc
  16. Hi, Has anyone else noticed that the cloth collision radius has no effect on actual collision distance? No effect on cloth to cloth or cloth to other collider types. I would appreciate a confirmation and of course a workaround if anyone has managed to find one. Thanks
  17. Hello Shortly: How to update cloth every frame based on changing topology? I'm trying to make cloth burn effect using spreading attribute to delete polygons, however I can't get the cloth to update simulation every frame based on deleted polygons. I've been trying to use multi solver for that. Everything is fine untill the very moment when the polygons are being deleted, the simulation of the cloth stops, and the only thing that is happening is the deleteing of polygons. I've found a thread from a few years back of someone who has been doing the same effect, with the same problem, but the answear that seemed to work for him doesn't do it in my case, here is the link to that old topic: link. I also attatch the .hip file of my set up, I added some notes so it would be clearer. I've spent a lot of time playing with diffrent options of the multi solver and sop sop solver but I'm stuck. Any help would be greatly appriciated. 02_cloth_tear_prob.hiplc
  18. Hi everyone - been fairly quiet on here of late due to work and life being a bit hectic! anyways i'm looking to achieve a cloth simulation on my Deadpool character. I've modelled the character in maya to a fairly decent resolution overall. He's textured to a fairly decent quality too. But i want to push it and achieve some cloth simulation if i can on him to get it to a further level visually. This wont be for all shots but if i could achieve it on some slow motion shots that would be epic! heres my thought process... obviously with him being animated i want to fire out an alembic cache from Maya to Houdini. i may need to potentially remesh it so there are plenty of triangles? Then assign cloth parameters to my mesh. but he'll need collision geometry inside possible - so its likely i'll need to setup that geometry in maya and export that as collision geometry too? Hopefully with some time spent on decent sim quality i'll get some nice crease results around the joints ? then i'm stuck on how to deal with various bits around his body - stuff like the leather strap that holds his swords on or the arm braces. Then of course the belt round his waist. I then need to get this back to maya for rendering in vray so i reckon alembic export afterward should help. I should be able to find a way to preserve uvs. My texture is a simple drop-on - one shader does it all! Is this all a bit brute force do you think? I'd love to get some thoughts from you chaps If theres any of you VFX gurus out there in film studios that could offer me some advice? If you worked on the films or other stuff all the better lol! Thanks in advance hope you like what you see below Ant here's some screenshots.. UDIM texture layout... Should give you an idea of the mesh resolution... to give you an idea of what i'm up to you can check out this teaser here. I'm planning alot more than this teaser shows off and some expected Gore and guts so there'll be some amusing tomfoolery with FEM and grains for @Farmfield to have some lolz with hehehe
  19. Hi guys, So as you can see from the question I am a Houdini newbie, and I just can't figure out how those nodes work... What I mean by that is that I don't get what I should plug into the inputs of the nodes and in what order. I think I got the cloth capture right (untitled.mp4), but the problem is going on from here. Just to clarify I want to use a low res cloth sim to transfer it on high res one. Sorry for the very basic question but I couldn't find answear anywhere. Cloth_capture.hiplc
  20. Mesh Trail Clothlike Effect

    Hey fawkes! Any Ideas on hot to achieve something like this? Been thinking about using some emission group with a POP and some trails. My doubt is how to mesh the stuff and give it the subtle cloth dynamics. Maybe a Geometry or Point Vop with a noise. How about UVs here? Any Ideas? Cheers!
  21. Problems with Cloth and SOP Solver

    Hi guys, how you doing? So, I need some help I'm trying to do a cloth simulation, where a SOP Solver inside of the DopNet drives the cloth tearing at some point of the animation. But when the SOP Solver begins with his magic, the simulation goes crazy and and stop for some frames, giving me a wrong result I'm putting the hipfile here, with a video showing the problem as well. All suggestions are welcome OBS: I'm using Houdini 16.5, and I've tried to do the same sim on version 16, but the sim time jumps from one hour running in an i9, to more than 15 hours (and I didn't wait to see the result) Sorry for my bad english, but this thing is driving me crazy https://youtu.be/lWGcH7p2nmg link for the download of HIP and other geometry https://www.dropbox.com/s/sd3iq7qa5fxz0vm/cloth_problem.rar?dl=0
  22. 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.
  23. Hello guys. So, I'm feeling really dumb here. I have two edge groups, tear and tear_poly. All I need to do is to create a third group with the intersection of the first two. But I dunno why, nothing is happening. I'm doing a simple setup for cloth tearing using edgecusp sop. I already did it before, and it works like a charm, but I dunno why, the group intersection is not working I will put the hipfile and the original geometry to download, with a brief video showing the problem. Any thoughts? https://www.youtube.com/watch?v=5oDvBQ5AWcs&feature=youtu.be cloth_honda.rar
  24. Hey, I'm trying to create a Sail and Mast rig so I can smash it up with cannon balls. I've got a cloth sim constrained to the pieces of a RBD fractured object making up the woodwork for the mast. I can get the cannon balls to collide with the sail and mast and get the sail to tear right, but the canvas won't pull on the RBDs like it should; they just stay still like they're static objects. Everything's set to mutually affect so I'm not sure what's up. The woodwork is also set up with Fracture Params so it will break but that doesn't work either... Thanks in advance, J JunkSail017.hipnc
  25. Inflate with SOP solver

    Hey all, I'm inflating spheres by using a cloth simulation and SOP solver to increase targetP by normal direction over time. That works great. My issue is, as the spheres inflate they don't react to the force of neighboring spheres pushing against them. You would expect as they push against each they move apart. Right now they act like they're balloons glued to a wall. Any tips for how I calculate the new inflation force to feed back in to the dynamics? Screenshots and .hip attached in case they're helpful to anyone. Thanks for any help! cloth_sop_inflate_01.hiplc
×