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Showing results for tags 'softbody'.
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Hey guys, can someone please give me an idea on how create this effect? It's the one on 0:52 and 1:14 with a lot of people "flowing" around Thx
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Hello Everyone! This simulation was created with Houdini, then imported to a blender and did the render, it's a soft body simulation, but the results are not realistic, Banana seems like its rigid, and fruits seem to be bouncing too much, stuff like these. Houdini FIle is attached without the models to make the file lighter, can provide full project if needed. Also would like to hire if you think this is going to be lots of work. Thanks for the reply in Advanced. fddroptest v6 08102022.mp4 Softbody_fruits_v56.hiplc
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Hello masters! I am just asking for advice. I want to create a simulation of worm movement with vellum softbody. What I have so far is an undone node tree, and I don't know how to apply this wavy behavior to the geometry. So may I just kindly ask u to help me out? It's a very simple scene, but I don't know how to execute the sopsolver inside the dopnet . (I am not even 100% sure that all the steps I did are right) I will be very thankfull, for any advice.... worm_motion.hip
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Hello, I have been trying to create a Tet soft body simulation with a glue constraint to itself to fake stretching and breaking. I am however failing at multiple steps. 1. The solve takes forever, it keeps on detangling thingies 2. the transforms don't work. bread_3.hipnc SD_BaseMesh_v001.obj
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Hi everyone, I have wich is seams like a simple request but i can't wrap my mind arround it. I'm a beginner in houdini since a few months but I really dig the process of R&D, I like to start from some tutorials and try to have fun from there. I think I know the way to do it and it must be easy but I have no idea where to found what I'm looking for or what should I tweak. I have two project in mind I would love to do but I keep having the same issue. Is it possible that a RDB object and a vellum solver affect each other ? Like collide and deforme the solver and not just bounce on the vellum or something like that. For the first one I made like a rubber toy, I wanted it to bounce a little and the ground and then be stomp by a rock falling on him. I succeed making a simulation that I like for the rubber toy but when I try to add the rock falling I can't. Maybe because it's really heavy I can fake it by simulating the rock falling and then importing it as an .abc or something and make it collide with the vellum solver but even that I didn't found how to do it. The second one is with the same problematics but maybe even harder. I wanted to simulate custom sticky man. So like in real life I made a sticky skeleton and two hard parts, upper and lower body. I followed this tutorial but because I can't mix RBD and vellum I am stuck again. As the first one, I may be able to fake it by doing the characters in one only piece but only make the hands, feets and middle of the body soft and sticky. Maybe with a paint mask ? So if anybody have good tips on how to learn this, have unknown tutorials or have an idea how to do it, it will be much appreciated. Thanks in advance for taking the time to read this and sorry if's too basic and doesn't belong here. I added my files if somenone want to have a look. 160921_SQUEAK_RBD.hipnc & GYMBODIES.hipnc Maybe you'll need the obj I have (last question, is there a way to pack it all inside the hipnc file ? ) 160921_HERISSON_LOW_LOW.mtl + ROCK_1.obj and BODY_GUM.obj + BODY_RIGID.obj Cheers and have a great evening ! PJ
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I want to use boolean to do soft body bellum, but I don't know what to do if I want to control the string part... I need your help. I also attach a link to the YouTube video that I referred to. Report post I need the part2 part of the video. vellum_duck.zip
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Hi everyone! I'm trying to do a wind effect on this tree which has separated geos in grp. I imported as fbx and made a vellum configure soft body with a POPwind attached to the solver. but when I start playing the separate geos breaks(of course?). How can I make them stay in place? I'm using houdini 17.5
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During the last 3 weeks, a did some Rnd and published my results on vimeo . Some people asked me to share my files here, so here we are i hope it will help!
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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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Hey Guys, i am fairly new to Houdini and this Forum, so i am trying to teach it myself via different Tutorials. Once in a while i try to do things on my own but now i am simply stuck. I want to kinda replicate a Softbody behavior like this but still animate it trough keyframes, now my Monster is based on a Vellum-Sim but it doesnt seem to adapt to the movement. And i still havent figured out how to make it produce a slimetrail. Do you guys have some Tutorial or basic info on how you would start? If you need the hip-file let me know but besides a vellum-sim there isnt much going on. I would really appreciate your help <3 Best Regards, Denis J.
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I have a cake falling on a floor. i made the cake softbody and activated fraturing. But, i am not able to get what i want. I played with values of volume stiffness and Fracture thresshold. but, not able to get what i want. When i decrease the threshold, the mesh scrambles. Any help is appreciated. I have attached the project file. redshiftcake_si.hip
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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.
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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 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 ?
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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
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I'm trying to understand what is possible in combining rbd and softbody simulations. Or what the workflow should be to get a fractured object to break apart like in a rigid body sim but also be a bit squishy. Like how a pumpkin might break when dropped from 2 meters off the ground. I haven't been able to get this look with fem and fracturing as the individual pieces kind of stick together on impact and don't break apart the way rbd does. Is there a solution with the multi solver? or some implementation of the grain solver that i can't think of. if someone has a solution for this i would very much appreciate it if you shared it with me. thank you. B
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Hello, In Houdini 16 is there a way to add a spring constraint to a Coth object. Want to simulate rope/cable anchors. A standard pin constraint with Soft doesn't feel like the cloth is tied down by rope and would also like to have that Max length parameter. Alternatively, if I can use a Wire simulation to be used as a spring constraint that would also work. However, my attempts at doing this have been disappointing. Wire sim would either become the dominate force by pulling the cloth down like a lead weight or the cloth with pull the wire like taffy, And large values were used in the wire setting to no avail. Any thoughts? -Thanks
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Hi Guys I am trying to make bunch of crawling earthworms using FEM in Houdini. This is my references : https://vimeo.com/53813166 I really need have control on path of each worm. My question is that how should I add path deformation to the simulation. I have tried to add it before tetrahedralizate node, but it affects on the geometry points. Thanks
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Hi guys, this is my first post here in OdForce, and let me just begin by saying that it's an awsome community! I'm trying to do a soft body simulation of raspberries falling and hitting a surface, thought I'd give a shot to the new Solid Grain object, mainly for it's speed. Right now I have one raspberry falling and my problem now is to duplicate the object so it look it's raining fruit! I've already done this with RBD, FLIP object etc with success, but I can't seem to make it work with PBD. Anyone has any pointers on this? Thank you so much in advance! PS: attached a basic scene file with a sphere instead of the raspberry! fuit_rasp_pbd_example.hip