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Showing results for tags 'fem'.
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Hi all, I'm trying to recreate an effect similar to this: but in my case I'd like a simple character with mocap (alembic sequence converted to polygons) being affected by FEM, so in other words the character has to move with the mocap data + has to deform along with FEM. When I add FEM to the animated geometry it applies only to the first frame: is it possible to have the 2 mixed up? Do I need to use Vellum instead of FEM (even if I use Vellum it just applies to the first frame though...)? I've attached the scene I'm starting from and the alembic sequence. Thank you guys, Argo Hip_Hop_Dancing_LOW.abc start.hip
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Hi, Does anybody know how to add an extra point group to a fem region constraint, or a different way to constrain points from one object to an animated object with different topology? Cheers!
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I'm looking for alternative workflows for defining attributes on a tet mesh for FEM simulation. Normally I would use intersecting volumes to define regions inside a tet mesh. But for my current purposes that would require producing some pretty complex geometry. The ability to paint these attributes would be simpler. For instance, it might be nice to be able to paint an attribute on the surface and have it penetrate the tet points at a given depth. (Though even if that were possible, I'm not sure how you would access deeply interior points that are not close enough to the surface.) What methods do you use for assigning attributes to a tet mesh?
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In the vellum constraint features masterclass, John Lynch says that FEM is more accurate for solving objects with high elasticity, but he doesn't elaborate on that. I'm curious about more specifically when you would reach for the FEM solver over vellum's tet softbodies. I am familiar with tet softbodies, but not with FEM. Is FEM better at achieving certain effects? Anything about the FEM workflow that is better in certain situations? Is FEM just more accurate from a technical perspective, or do you think it actually gives better results?
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Hey everyone, does anyone of you know a good ressource for doing a nice organic fracture. Or do you even have a nice Scene I could have a look at?
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Hi everybody! I'm new to Houdini and I'm using my time during the lock down to go deeper into it. I have been trying some different vellum sims and I was feeling ready to try a new one. I just wanted to make a new r&d project where a sphere passes through a torus or a hole. I found this example online. At second 15 you see what I mean. https://www.stashmedia.tv/digital-design-days-trailer-ditroit-directors-cut/ Is it possible in achieving this shot in a single simulation or in your opinion it was made with FEM in two different settings and then edit like a single shot? Please let me know I'm dying trying how to do it
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Hi, I am trying to get a tearing effect constrained to geometry. The effect I am after is a bone breaking and the flesh on top of the bone being teared apart. I nearly get the effect I want but I am struggling with the constrains. When the static object are being pulled apart (cubes on the image), the constrain is still active (see circled in red on the image) resulting in part of the fem mesh to jump side. I am looking for a way to deactivate the constrains when it is away from a set distance. I have attached my file. Any help would be greatly appreciated. Thanks. flesh_on_bone_RD_02.hip
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* 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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Hello, What I am looking to do, specifically, is set up a symmetry constraint using Houdini's finite element solver. Basically, I want the model to be free to deform along the X and Y axis, but to be fixed in the Z-Axis. I know this can be done using the RBD solver, and setting your anchor's constraint type to constrained to a plane, but I can't get this method working in finite element world. If anyone has any advice on how to set up this kind of constraint your help would be greatly appreciated!
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Hello, there good people, I really need help with this subject and I don't know what am I doing wrong to not get my replies on my posts If anyone knows why please help. Anyways I wanted to get a fruit to explode and be squishy, So Fracture RBD isn't really an option. And when I try FEM you can't really create a shell object as it fills the whole object with tets. Plus FEM is so slow and unstable -Don't know if I am doing something wrong-. Also, a sidenote how do I add custom exploding force to FEM Sims. Thank you so much in advance and I really hope someone helps me out as this is driving me crazy.
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Hello. I want to know is it possible apply FEM effect to part of animated object? I can do it with Vellum with simple VEX and paint or color node(With paint white-black to geometry): int @stopped = 1; int @gluetoanimation = 1; if(@Cd.r == 0) { @stopped = 0; @stopped = 0; } But when im done with Vellum, the result does not satisfy me(cause im noob of noob of Houdini, I do not fully understand the parameters of Vellum) Can i use same or similar way with FEM?
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Hi everyone, my first post, newbie to houdini but diving in! ive been trying to find the best way to achieve the classic mars bar chocolate caramel bar being pulled apart in close up detail, where the caramel slowly tears apart with strands becoming longer and thinner as it gets pulled. kind of like the classic bubble gum on the shoe type thing. FEM ive tried fem, but couldnt get it to become strandy enough and then completely tear apart. love to know if i continue to explore fem that it would be possible to make this effect. GRAIN SOLVER?? perhaps the grain solver with some noise determing the glue strength so natural tears become apparent in the grain block as they get pulled apart? FLIP: VISCOUS FLIP viscous sim perhaps might work? anyone experienced think this could be the way to do it? im hitting lots of newbie dead ends, so any help on which avenue will actually get me the desired effect, id be much appreciative. J
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Hey .Hipsters, I'm quite new to houdini and at the moment I'm struggling a bit. I have an animation of some Cells, which pop out of some pores. Now I'm not totally sure, how to start. My Cell-animation would come as an alembic. 1st: Is it possible to let the Cell push through the pore like some softbody and has some kind of target / end-state. 2nd: How to acchieve the pore-stuff. Vellum Softbody or FEM. Would be cool, if somebody could help me out greetz natnat
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Hello there magicians, I am facing this problem where I am choosing between vellum and fem to simulate a blobby thing effect that is an animated alembic cache I've reached reasonable results but now I want to decide which is more convenient vellum or fem, also can I paint weights in FEM i.e. some parts jiggle more than others and what are the specific parameters responsible for the jiggle and volume conversation effects in either vellum or FEM as I am new to both. Thank you so much in Advance.
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I've looked at the help regarding the blend solver and it looks promising but I've ran into a few technical problems. I'm running an animated character (alembic/capture), and because of the movements there's interpenetration in the shoulder regions, elbow regions, etc. Usual stuff. I had the bright idea to use FEM as a way to solve for these specific areas so when I run cloth it won't get caught in the character. Also I'd have the added benefit of those ares nicely squishing, a faux muscle deformation of sorts. I don't know a good way to run a sim but also have it follow keyframes, The blendsolver technique listed in the help looks like it could work, but the vellumsolver doesn't hook into the blend solver. It's apparently the wrong type. The old FEM solver was quite slow. Mind I haven't gotten into the active attribute workflow yet, so maybe I could speed the FEM solver up a bit. The other thing was the FEM solver's result weren't all the great looking either topology wise. Is there a specific topology it favors?
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Hello, everyone! This is my first time posting as I am new to Houdini. For one of my first projects, I was trying to create a FEM simulation using the Organic Mass preset. Using FEM, I am able to adjust my mesh as I want it, however, I am running into an issue with the following. I would like parts of the mesh to differ in property. For example, If I am using a human head/torso bust, I would like the neck to be significantly softer than the head/chest. However, I have not been able to figure out how to apply different FEM object settings on different parts of a mesh. Any information regarding how I could assign different FEM characteristics to different parts of a single mesh would be greatly appreciated. Best and happy holidays to all, -P
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Hey guys, I need to fill an object with some FEM spheres but: - I need the spheres to be a copy of the same FEM sphere; - I need it to be generated at the same place on every 10 frames or so (and fall due to gravity); Does it make sense? Here's the basic idea but with 1 sphere only, I'd like to keep generating them until the beaker is full File is attached Cheers, Alvaro beaker.v1a.hiplc
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Hello! So this weekend I cached a FEM simulation and it went swimmingly--sort of. Okay, I didn't do a .sim cache, but a .bgeo.sc cache. The problem is that the file node I have set up in the project to read the cache doesn't read what was written--it keeps recooking all the finite elements, even though it is not hooked up to anything except for the cache directory. (I even tried switching the file cache node I used to write it to "load from disk," and it still wants to recook everything. I pulled the cache into an empty file and it loads beautifully, so I know it actually cached fine. The next step in the project is to pull it in and use it to deform the original hi-res geo. How can I tell the project to stop cooking and just read what it wrote? Thanks for any help, as always-- **Addendum** - creating a whole fresh new file read node worked fine. I guess at some point Houdini nodes get tired and forget where they are? At any rate, I would love to know what I clicked that made it so forgetful, so I know how to fix it when I screw up again. **Addendum to the Addendum** - the new file node worked fine, until I went out of that subnet and back in, and then it started doing the cooking again. So, still not fixed, and the file nodes are still forgetting themselves.
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So I'm sure this is a stupid, way-newbie question: I am working with various FEM elements. What I need is a radially-orienting force to "push" the objects. However, I want it to pulse, like a fan being turned on and off. (I couldn't get the fan force's shape to behave in such a way to make it completely spherically radial.) From my Googling, it looks like magnet force is the way to work, but it seems impossible to control. I've been scaling a metaball using a sine-wave based CHOPnet, but the metaball itself pulsing on a SOP level doesn't seem to impact the force's scale in a not-unruly way, and the force scale can (seemingly) only be keyed in steps (which is why I went for scaling a meatball). This step keyframing is a problem because I want the force to oscillate to negative values, too, for push and pull. There doesn't seem to be a way to scale it in general within a certain area--i.e. to have a super-strong force the field as a whole has to be enlarged, so one-half of a FEM object can't get pulled on very strongly while the "outside" half is unaffected. I'm used to working with Maya, so really all I want is a nice, tidy Radial field, which can suck and blow (radially) as I tell it. Any help is profoundly appreciated.
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Hi, These are my Houdini effects collections created simultaneously while learning Houdini.
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- fx demoreel 2018
- dust simulations
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hey chaps i'm trying to create a sim of some chips. I want a big heap of them to fall on top of a burger sim i've done! I've tried a few routes and just wondering what is the best way to go about this. I've attached a scene - its a basic setup of some chips model. I've made them packed and they fall. however they are rock solid and just clearly dont have an air of bendyness to them. what is the best way to go about this? I tried FEM ....making one chip... solid embed... multiple copies then run that. It seems to work in a fashion but soon as i turn up the amount of chips it becomes quite sluggish and also if some interpenetrate then you get wildly exploding meshes. I tried a wire solver but found the wires just seemed to do their own thing and not hold a shape or length. I have got the rbd packed working but of course its just simple shapes and they dont bend. I wondered if it might be possible to create a chip that comprises of maybe 5 simple boxes connected together with constraints? attached a scene file below - theres a fem setup in there and rbd packed.. chips_sim_v003_rbd_for_odforce.hip
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I have a scene with two FEM objects. I want them to move towards world origin, collide, deform , bounce back and move towards each other again, collide, bounce back. Like a pendulum balls. between 5 and 10 collisions.I have used Magnet force with animated Activation by certain $FF == 2 || $FF == 150 ... But it is not sexy. Or very flexible. Can someone please have a looksi and help with some more clever magic to achieve pengilum balls collide like repetitive collisions? femMagnet.hip