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Found 168 results

  1. 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
  2. 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
  3. 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 !
  4. 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
  5. 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
  6. 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
  7. 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.
  8. 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
  9. 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
  10. 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
  11. 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 ?
  12. 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
  13. 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.
  14. 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!
  15. 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?
  16. 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
  17. 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
  18. 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
  19. 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?
  20. 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
  21. 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.
  22. 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.
  23. 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?
  24. * 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
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