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Found 15 results

  1. I'm trying to create a 'swarm' of paper following a path, I'm using vellum to simulate it with pin to target constraints, however when I lower the constraint stiffness to get more organic movement, the animation starts to bounce, can anyone advise me on why this is happening? I have no other forces acting on the geo This is the guide animation I'm using as a target - And this is the bouncy sim - Scene file too - paper_swarm_demo_01.hip Thanks Olly
  2. RTF

    Bend paper effect?

    I'm asking again,I just want to know is the paper bend animation use dop or bend deformer? The animation at there 10s-12s Could someone help me
  3. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo SideFx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  4. Hey magicians Been trying to do this curl paper anim with no luck. I dont know if is a spline extruded, or maybe actual vellum? Maybe is advected by a flip with high viscosity? Here's the anim: https://www.instagram.com/p/BsvkfqKnThG/?igshid=2bvgyel89813 Any thoughts? Thanks!
  5. 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
  6. Hello, I AM DYSLEXIC - a very nice student project I worked on back in 2015 just got published, I did FX for it, all in Houdini, then handed over caches to lighting and rendering guys (rendered in Mental Ray in Maya). I really like visual style and it was really interesting to do some effects for this style of animation. Enjoy Short breakdown: 00:48 - paper (cloth) sim, a proxy collision geo of hero character was animated and used for interactions 03:22 - RBD simulation advected by hand-drawn guide curves and underlying FLIP simulation, some VDB meshes for hill filling, procedurally generated pages between books with fake dynamics (even though they got totally lost in the renders)
  7. Hey guys, I'm trying to add detail to some ripped paper mesh. This is the kind of detail i'm trying to achieve: I almost achieved it using this workflow: EDIT: THIS WORKFLOW DOESN'T WORK AT ALL (it sucks btw ) 1 - Give the paper (grid) a little thickness using a PolyExtrude 2 - Get the PolyExtrude's Side Group and apply a new PolyExtrude on it 3 - Get the new PolyExtrude's Front Group and add displacement on it (usign attribute vop) This would totally work if the paper kept it's thickness. Here's what I need: http://imgur.com/kbonbMT and here's what happens: http://imgur.com/grzS4FT I'd really apreciate if you guys have a better idea on how to proceed, even with a totally different workflow File is attached in case someone would like to have a look Thank you, Alvaro paper boards v1a.rar
  8. Hi, I'm looking to create a paper cloth simulation for papers that twirl over the street blown by a slight wind. (like tumbleweed) I was thinking to simulate spheres with RBD and use these points to drive a cloth sim. But I can not get that interaction to work. The cloth object is not updating the position every frame. So I was thinking of using a constraint network. Has anybody got experience with this kind of simulation? Or other approaches I could use? Thanks!
  9. Hi, has actually anybody tried this technique in production or equivalent experience with it? http://dev.ipol.im/~mdelbra/rhf/ This is just the latest one I found. Cheers, nap
  10. Hi all, would like to pick your brains again here is what I'm trying to achieve: Blue-print roll in and unfold. It will have a blue print textured and I can't stretch it (at least not too much, and ending up un-stretched). I'm just starting, and only tested a cloth approach. I managed to get an "ok" rolled-up tube, but I'm foreseeing big penetrations and other pb with this method. Blendshapes could work? But with a way to maintain cord-lenght. Thanks !
  11. Hey guys, I am trying to have an object burst through a cloth object but was hoping I could paint maps to control where the paper will tear. Does anyone have experience with this? Should the map go into the Fracturing Threshold or the Target Stiffness? I attached my scene. Any ideas would be helpful! Thanks so much Chrisclothtear_rnd_cr_v005.hip
  12. Hi all, I've started researching about realistic paper simulation (crumpling, deformation, folding) in Houdini. I would like to create custom tool, which allows users to create basic realistic paper simulation. This was already achieved by Rahul Narain et al. in their Siggraph paper (video showing the simulation - link) and I would like to achieve visually similar result in Houdini. I am relatively new to Houdini, but I would like to explore and learn more about how this effect could be accomplished. I've looked at cloth sim and dynamic remeshing, but I know you guys are much more experienced and I would like to ask you for your opinion. Is there anything you would suggest me to have a look at particularly or do you think paper crumpling could be approached in a different way as cloth? Thank you for your time and have a nice day,
  13. Hi, I want to create a very simple effect of shape transformation i.e from grid to sphere that look like a paper is transformed to a ball...Any help regarding this will be appreciated.. Thanks
  14. Hello!!! I'm kinda new to Houdini and I'm working with cloth simulations, I would like to make a tearing paper simulation using the cloth solver and wanted to have the areas where it can be torn be driven by a color channel of a texture, say, the red channel for example. I tried creating an AttributeCreate followed by a AttribFromMap but this doesn't seem to do the trick. I'm attaching the files that I'm currently using if someone can point me in the right direction in order to achieve this. Thanks a lot to everyone whoever gets to read this, any help would be very much appreciated!!! clothSimTest_05.hip
  15. Hello everyone! I'm trying to achieve an effect with the use of Houdini where multiple sheets of paper is being blown out of an mailbox.(Mail and letters to be exact) My plan is to use different layers of 3d sheets to comp together with some live action plates. 1. Some sheets are Rigid and doesn't fold or bend. This effect I've managed to achieve somewhat. I found a hip file by Valerio Di Napoli where Rigid bodies are being emitted with the help of a particle network. By looking through this .hip I managed to understand the workflow somewhat and create my own RBD emitter. Flipbooks of some test simulations ->youtu.be/f2L9kFGgAH4 My .hip file for this simulation is attached to the post.(RBDs_from_particleEmitter_v002.hip) With some tweaking I think this approach could work as letters are quite stiff when they aren't opened and full of bills One problem I have with this Is that I can't seem to use a grid as the instanced geometry. For reasons I can't understand, when I use a grid they just get stuck at the birth point of the particles and doesn't move at all. As of right now I'm using a box scaled down in the Y axis to act as a letter. 2. Now on to my major problem! Some sheets I want to fold and swirl in the air. I would prefer them to interact with each other but its not must. By using a cloth simulation on a grid to create these sheets of paper works quite well and looks pretty good. Since I don't need as many of these type of sheets, only about 10 or so, I'd like to think that the simulation would not be to expensive to preform? (If more sheets are needed I guess doing multiple simulations would be one way of approaching the problem to avoid performance issues.) Now, I thought that the previous method of emitting RBD might be useful when trying to emitting these more dynamic sheets of paper. I was wondering if there is a way to use the same setup but instead of emitting Rigid bodies I want objects simulated as cloth to be emitted. Is this possible? I tried to just replace my RBD Point Object node with a Cloth Object node and the Rigid Body Solver node with a Cloth Solver node in my DOP network but with no success. Attached a second .hip for this (CLOTH_from_ParticleEmitter_v001.hip) trying to achieve something looking like this but emitting the papers from a specific spot. I'm quite new to Houdini and don't really understand all the abbreviations yet so be gentle on me will ya! Haven't really caught up on the scripting part yet either. I would therefore prefer to solve this without much scripting if that is possible. Is there someone out there who got any thoughts on this? Grateful for any help I could get! Sorry for making this post so long. I tried my best to explain this in my limited English. Thanks! RBDs_from_particleEmitter_v002.hip CLOTH_from_ParticleEmitter_v001.hip
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