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Found 11 results

  1. Does anyone have hints on how to achieve a similar effect as shown in this post by tyflow (an fx tool for 3DS max) : I'm so much in love with the effect, but I want to achieve it in Houdini! Thanks in advance for your wise advice! =)
  2. Hey everyone, How can I drive a highRes mesh with a proxy vellum sim which tears? I tried point deform but it doesn't work. proxy.mov point_deform_with_proxy.mov vellum_ballon_pop.hiplc
  3. 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
  4. Hi there, I'm trying to acheive an effect in vellum that blasts holes in preTorn cloth. I'm relatively new to Houdini so have been following the Applied Rigids V where I created nice impact blasts of particles along a curve every 4 frames, but I really want a way to apply that force/velocity to my cloth. Any advice, ideas or alternative approaches would be greatly appreciated! Huge thanks, Al
  5. 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
  6. Heya! I was wondering how I could achieve a tearing effect in Houdini. Much like this video at time 0:33 I'm working on a side project and would like to have an alembic moving character disappear in this style. I'm not talking about the inner particles but about the outer cloth-like effect. Thank you for your time and help.
  7. Does anyone know's how to solve it? It must be simple but I just can't find a solution anywhere :/ Grains in Dop: Mesh in Sop: Thx again, Alvaro
  8. I got a bit tired of not having tearable cloth in H13, so I decided to have a go at creating my own tear solver. This is quite basic, just measures a polygon's rest area vs. its deformed area and creates a tear based on that threshold. (Check the "group_breakme" node inside the sopsolver to see the tear threshold) I also decided it was best to pre-fracture the geometry so I could get nice, art-directed tears. Just posting this in case anyone is needing a solution. If anyone knows a simple way to spice this up or make it more correct, let me know. -Adam ClothTear_V01_01_as.hip ClothTearSolver_01.mov ClothTearSolver_02.mov
  9. 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
  10. 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.
  11. 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
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