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Found 8 results

  1. Ball(clew) of wire

    Hello, there is a task to make a similar ball of wire (the wire fills a limited volume, keeping in turns), ideally animated (show how it roll up) What i want to get: I achieve this result (far from optimal, using popinteract with popnet): As I understand it is necessary to move towards the simulation of the rope.
  2. 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.
  3. Wire Solver for ropes

    Hello everyone. I was going to try Wire Solver for some tests similar to the ones that Ben Watts recently posted: https://www.instagram.com/p/Br1uOBqH8wm/ He said that he used Wire Solver for this and the result is amazing. So I started with a simple test: just a line with around 100 subdivisions which should fall to the floor. I used Wire Solver for that but can't get any remotely good results. The rope is self-intersecting and behaving strange. I used the shelf tool to create the setup and changed only the Elasticity parameters in the Material settings for the Wire Object. Set the Angular Spring Constraint to 0 and Damping to 0.001 and ticked on the Self Collide setting as they recommend in the Houdini help for wires or rope. I tried increasing the Substeps in the Wire Solver and in the DOP Network itself without any luck. The rope is still self intersecting. I also watched the M04 | Next Steps | Procedural Animation | Wire Solvers masterclass. But found nothing new ther. And of course I read help of the Houdini where they suggest increasing Substeps to get better results if there are self-intersections. Any help is greatly appreciated. Are there any resources to lean how to achieve the results similar to what Ben has in his test? Or any good tutorials on using Wire Solver for simulating ropes. I can't seem to find anything in Google.
  4. Rope Simulation

    Hi! Everyone, i made a little RnD the lasts week on the Rope Simulation. Enjoy
  5. I'm pretty new to Houdini and I'm not sure whats the best way to approach this effect. Right now I have a thin cylinder I am using for the string and I converted it to organic tissue in the shelf. then I have a big soft body that I also converted to organic tissue, and placed it on a rotating platform. All of that works great and looks nice when it deforms. But I'm not sure how to attach the rope to the soft body so that it will begin to wrap around it. I tried using a SBD spring and that had no effect. Then I tried using the Stich cloth tool from the shelf. That worked great in "hard" mode, but the two soft bodies stopped colliding. Then I tried constraining the rope to a rigid body, and the constraining that to the bog soft body, it worked but the rigid body kept dragging everything around randomly. I attached my scene of what I have so far. Thanks! rope.hip
  6. Hey guys, I am trying to figure out how to add this random end strands on a piece of rope proceduraly. I am attaching my solution as to how to create the piece of rope. I wonder if there is a way to add a ramp to control the size of SCALE of the sweep node and also should i use fur to add little bits of fuzz or tiny threads like here? cord_rope_ends.hipnc
  7. string/rope breaking tearing

    Hi, I am working on a group project from school which requires me to break a string/rope in a realistic fashion. I have generated the string using a tool I wrote which gives me control on the construction of the string (a.k.a number of threads wrapped around each other). What are the recommendations to create this effect. 1) Do I go the cloth tearing route( I can't seem to find that tool in my version of Houdini) 2) Go the fracturing route 3) Any other recommendations? If you can guide me in the right direction so that I am not shooting in the dark, then it would be much appreciated. Thanks a bunch. Regards, Soumitra Goswami P.S. - My university currently has Houdini 12.5.376 as its latest version.
  8. Hi all, I'm doing a simulation of a cloth sail being gathered up. In real life, and in the final render, it would be done with ropes that loop around the bottom of the sail and pull it together. For my testing, I'm using thick 'hooks' that pull the cloth upwards. It sims verryyy slowly. I'm sure there must be a better way. I'm open to suggestions and I've included my file if anyone would like to take a look. I feel like I ought to be considering an entirely different type of collider. A point or wire collider - if those exist? In the dopnetwork I'm bringing the hooks in as a 'staticobject' that I've also pre-converted to a volume and using as a 'proxy volume' in the Collisions - Volume tab. Most other settings I've left at their defaults. The hooks are as thick as they are because I found that thinner ones kept passing through the cloth. 'regards, Sim cloth_hook_01.hipnc
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