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Showing results for tags 'tearing'.
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Hey Everyone, I'm setting up a pretty basic vellum cloth simulation > a pop wind and a pop force as gravity only operating on one group and that group grows over time. now, when I let it run the solver seems to delete primitives as some kind of tearing effect (ripping apart the cloth under stress) I don't know. some primitives turn black and then they disappear. It's a kind of tearing effect that I want to avoid or disable, I just seem to not find the setting. I do have welds in the setup but breaking is disabled. I really don't want no tearing at all. It would be great if someone can push me in the right direction. Cheers captue_0002.mp4
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- vellumcloth
- vellum
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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! =)
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- cloth
- simulation
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Hi gang ! Here is my latest vellum file, I played around with noises and constraints. My goal was to emulate a membrane tearing, much like a burning film: You can download the hipfile and play around with it tearing_share.hip
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Hi; I have a pre-fractured vellum cloth that is fixed in place using these attributes: i@stopped = 1; i@gluetoanimation = 1; I have some particles that collide with this cloth, and they change those attributes to tear cloth pieces at that collision place. The problem is activated cloth pieces never rest, and they pass through each other in some frames. Thanks for helping. Vellum_Particle.hip
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- tearing
- particle collision
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Hallo, I am triing to make an "Ash" simulation for weeks, but it just doesnt work. I tried to do everything like in Peter Quints tutorial about the peeling effect but it doesnt work. The f@pintoanimation = 0; does not set the pinning to 0 and it is VERY annoying. Can somebody PLEASEPLEASEPLEASE help??? I would really-really appreciate it... Thanks Zac PintoanimationCloth Tear.hipnc ParticleAndClothSim.hipnc
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- cloth
- pintianimation; tear
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hey guys its just a quick question - i have a simple ball... quick vor fracture on it, remesh, make it cloth object. enable fracturing/tearing. I have it being crushed by another object and i was sort of expecting the piece to move outward as crushed but its not really doing that in fact it isn't really tearing either. Is there a force i can apply in dops that i can animate maybe that would try to 'expand' the cloth or push it outwards more so the pieces sort of rip apart and outwards if that makes sense? there's impulseforce i think but i'm not really sure what others i can use to try and urge this thing to split as its crushed? thanks! ant
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Hello!!! I've been working quite some time on the simulation of a paper tearing effect, and I think that i have managed to get some results but I'm stuck at one part, which is the tearing, and so I have two questions about that: - First, I want to have the cloth to tear very easily, but if I turn up the fracture treshold I get a lot of single polygons floating around. Is there a way to keep those plygons together so they don't explode in all the scene. - How do I make the polygons to tesselate or get projected from another surface, so that the topology of my grid can match a pattern. For now I have just used a jitter node to get a more random position for my points, but i would like to hace my patter projected onto it, I'm attaching the files with my progress so far, If anyone can help me out with this I would very much appreciate it since I've been stuck with this for weeks. Thanks a lot! Edit: - I have uploaded a screenshot of what's happening if that helps to illustrate better the problem clothSimTest_11.hip