Jump to content

Search the Community

Showing results for tags 'vellum solver'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 2 results

  1. Hi everyone! I've been playing with vellum and mange to run a simulation with 2 objects of different states, where the pig head is a hard solid object using vellum shape match and a squab which is a softer object using the vellum configure balloon. I simulated both low res geos using vellum pack/unpack through a single vellum solver. I know I would need to use extract transform on the low res pig head since it is suppose to emulate a hard/solid object. Whereas I would need to use point deform for the squab to transfer the vellum sim deformations from the low res geo to the high res squab geo. The part I'm trying to figure out is, how can I replace the high res pig head and squab back to their respective low res counterparts? Where should I be using the name attribute in my sim and how do I reference it back at the end? I've attached a hip file for reference. Low res to hi res Vellum Sim.hip Thanks in advance and am grateful for any help with this. Notes: I've noticed that the orient attribute is zeroed out in the vellum sim. I'm using MOPS replicate to create the instances of the pig head and squab.
  2. Hey all! I was hoping to get some help figuring out a way to update the stiffness value of a vellum constraint geometry across the frames of its simulation. I can write an attribute wrangle like the one pictured and it will update the starting frame and the simulation bakes from there and plays as though the values werent changing at all, much less becoming negative. I tried dropping into the vellum solver and seeing if I could figure out anything in there but nothing seemed to work. Im still pretty new to houdini so I expect it to take some time but I was hoping to eventually take whats done in these two awesome videos and merge them into a project where a genetic algorithm produces tensegrities that update their stiffness over simulated time in order to deform in ways that cause them to (hopefully) roll towards a target. Hip file of the simplest version of the problem is attached in case it helps! Thanks for reading!!! VellumConstraintsHelp.hipnc
×
×
  • Create New...