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Found 131 results

  1. Hi I was trying to create an effect of cloth pieces sticking to an animated object on contact. However, it seemed to release and re-attach every substep. Sometimes, they "creep" on the collision surface. These are the goals I tried to achieve 1. Dynamically attach to deforming collision on contact 2. Dynamically delete the paper if they fell under y 0. (done, thank to Toadstorm's post 3. Make the attached points static (pin to animation?) if possible, to reduce calculation cost. Here I attached the hip I'm working on. test_vellum.hip
  2. Vellum - cloth on fast moving objects

    Did anybody have any success with vellum cloth on fast moving objects? I'm doing cloth on a character, who is free falling. It's done by an animator and speed-wise, it might be slightly overdone, but there's no way to change that. Simulating cloth on the character using Maya nCloth, I got proper results, but it was still nCloth and therefore slow and painful. I recreated the setup using vellum, but no matter how much I increase substeps, everything is exploding right away. It is working fine with a localised version, but I was wondering if there is a special trick or anything worth considering when using Vellum with fast moving objects? (Unfortunately, I cannot post the scene file)
  3. Vellum Drape Curtain Simulation

    First off I am new to Houdini, but I am doing everything I can to learn what I can about it. I have bought several online classes to go through along with signing up for a few patrons to learn from also. I don't have any issue doing the research need to help me learn how to do this effect. What I am attempting to create is a cloth simulation of a Austrain Drape to use in C4D for a scene I am working on. I have been trying different whys to pin the drape for the simulation, but haven't been successful on achieving the look of the drape like the photo I have attached. If anyone could offer some insight into how I could achieve the "Swag" look in the photo I would appreciate any help or insight in how someone with more knowledge about Houdini would go about creating this. I have found the best way to teach myself new software is by struggling through real world use cases that I will be using this software for. However it helps if someone may bring something to your attention that you wasn't aware of. I have also included my .hip file which is a very basic vellum simulation with some pinned points. Drape.hiplc
  4. Contract A Rope (Vellum)

    Hey guys! I want to create a simulation similar to this one, where the ropes contract and interact with a softbody: I'm well aware that he used c4d for his simulations but I would like to replicate it in Houdini, probably with the new vellum tools. But I can't seem to find a way to contract a vellum cloth sim, animating the rest length from 1 to 0 doesn't do the trick. Any hints on how to achieve a result like that? I'm open to other solutions as well if vellum isn't the right choice for a sim like that.
  5. Experiment with Vellum

    Was playing around with draping loose robes on characters. Instead of stitching panels I just made a very low poly model of robe-like shape around my high-res models, converted them to Vellum cloth and run a simulation. Quite pleased with the results.
  6. Asking for some solution on FX

    Hi I'm working on my short animation project. I'm tasked with doing Magic particle, RBD, Cloth sim. Right now I have some problem that I'm little bit stuck. Getting help would be nice since I have no one to ask right now 1. I'm doing an earth spike. The type of Rock coming up from ground. I have a problem of making the ground "Not fall with gravity". I want it to be like a ground plane that If the rock hit it. It just fall. Not before that Right now, I'm using the attr transfer with the center of the ground that break will be active=1 and outside will be = 0. The thing is the area of the active=1 is fall due to gravity pull it down before the rock hit it. Any advice? like this https://vimeo.com/manage/280683899/general It's fall before the impact coming in. 2.Any tips and trick on making nice particle look/shading in redshift? I'm mainly using advect by volume for shape. And in shader I just use Rsmaterial with rsparticledata>illuminating colour so it does glow. any advice on making it look good? 3.I'm lost in cloth sim. Any tutorial on vellum cloth that explain about how to constraint point to charactor? I'm mainly doing the hood sim. Thank you! If i'm not clearly explain it please tell me.
  7. Vellum cloth floating?

    Hey magicians, I'm trying to achieve a similar vellum sim like this, haven't installed H17 yet since I use Marvelous for cloth but this one will be hard on MD, any thoughts on how to approach this with vellum? Here's the reference: Thanks!
  8. Character FX TDs - Trixter

    TRIXTER Munich is currently looking to hire experienced Character FX TDs. Booking time: From As soon As Possible. Duration of the contract will depend on the project. Location: Munich Description: Under the supervision of the CG Supervisor, the Creature FX TD is responsible for providing a wide variety of dynamic simulations and rigs for photo-realistic creatures; including clothing, fur, hair, muscle and skin. Responsibilities: · Creation of fur, feathers and grooming for photo-realistic creatures · Develop simulation setups for photo-realistic creatures; including clothing, fur, hair, muscle and skin. · Involvement in the development of departmental tools and techniques · Regularly communicating with Production and Leads regarding schedules and deadlines · To be able to work with the visual effects supervisor, and the lead CG artist to determine the best creative approaches and techniques for all the different steps in a 3D production pipeline. · Be able to deliver work within established project targets and the high quality standards of the company. Requirements: · Minimum 5 years of experience in a CFX/FX role in a VFX studio · Previous experience on CG creature projects · Excellent knowledge of Maya · Excellent knowledge of Houdini · Experience in the following dynamic simulation: cloth, hair/fur, feathers, skin and muscle · Programming experience with Python, PySide, PyQt, VEX · Programming experience with C++ for Maya and Houdini plug-ins, an asset · Knowledge of 3D-related mathematics, an asset · Experience in creating rig simulations · Rigging skills and experience · Self-driven, good communicator, and a great-team player · Excellent organizational and communication skills · Work ethic focused on the dynamism and collaboration · Ability to perform multiple tasks set priorities and problem solving · Good communication, organizational, time management and interpersonal skills. · English language skills If your experience matches above description we are looking forward to hearing from you! Please send your CV and demo reel by email to jobs@trixter.de.
  9. wacky waving inflatable man

    hey! I didn't have the chance to look into h17 and vellum yet, and I'm looking into a way of simming the wacky waving inflatable man, like the one in the ref. any idea or advice? is it achievable with vellum? I've seen objects inflating/deflating but this has some complex dynamic I'm not sure about
  10. Hello everyone, I am doing some balloons within vellum. For the upwards movement I am using inverse gravity. For the constraints I am using both cloth and strut constraints. Added some wind for realistic animation... So far everything is going fine, but this whole setup left me with a couple of questions: -When using double constraints, what does vellum assume to be the leading properties when both nodes have overlapping constraints and parameters like bend, stretch, mass, drag? -Is there any way to control mass via attributes on the original meshes? Or is there any other way around ?
  11. 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
  12. 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
  13. 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.
  14. 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
  15. 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.
  16. 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
  17. 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?
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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.
  24. 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
  25. 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
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