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Found 54 results

  1. Vellum Drape Curtain Simulation

    First off I am new to Houdini, but I am doing everything I can to learn what I can about it. I have bought several online classes to go through along with signing up for a few patrons to learn from also. I don't have any issue doing the research need to help me learn how to do this effect. What I am attempting to create is a cloth simulation of a Austrain Drape to use in C4D for a scene I am working on. I have been trying different whys to pin the drape for the simulation, but haven't been successful on achieving the look of the drape like the photo I have attached. If anyone could offer some insight into how I could achieve the "Swag" look in the photo I would appreciate any help or insight in how someone with more knowledge about Houdini would go about creating this. I have found the best way to teach myself new software is by struggling through real world use cases that I will be using this software for. However it helps if someone may bring something to your attention that you wasn't aware of. I have also included my .hip file which is a very basic vellum simulation with some pinned points. Drape.hiplc
  2. Fur and snow (+hip)

    Hi everyone! The past week I worked on a personal project for learn something about hairs - vellum. It's my first project ever with hairs so I guess is nothing special but several people asked to see the hip file so here it is. Final result: Hip file (I had to recreate it but it should be pretty much the same): groom_clumping_03.hipnc
  3. Hello houdini wizards! I am playing with Vellum and trying to get the dynamic glue constraints to work. The documentation is about 1 very small section and I did what it said to (like creating the glue inside the solver and setting the Create Constraints drop down to Each Frame) but it does not grab the cloth. I played with distances and groups but no luck. I don't have a specific scenario at the moment so no scene file really that cant be set up in 2 minutes, just a grid as the cloth object, a sphere (fed into the collision input at the sop level) that dips down close the grid and then moves back up. The intention is to have constraints be created to grab the cloth within the set distance, pick it up, pull it, and then release/break the constraints when I want/need to. The breaking I can assume is pretty simple using the broken attribute in the Constraint Properties but I cannot seem to dynamically create constraints to grab the cloth/grid. Any help or knowledge you can give is much appreciated! I was unable to find any example files on the subject either but I did see the demo of it being done (https://vimeo.com/313872854) around 24:50. And again, thanks in advance for any advice you can give!
  4. Hi there, I have a vellum simmed torus thats producing balls that stick to its surface. I have a second vellum solver thats making the balls interact with the torus' surface and create dents. It all seems to work fine except that there is a significant offset between the balls surface and the torus surface. Any ideas why? Thanks in advance for your help. dentedBooleanVellum3.hipnc
  5. Vellum - animated Pin to Target?

    Hello, I am struggling to find a solution using Vellum that allows me to modify which points are part of a "pin to target" constraint over time, or their overall strength. There seem to be workflows for modifying attributes for other types of constraints that work (using a sop solver in DOPs to modify stretch stiffness, etc), but those same methods do not seem to work with Pin to Target. Essentially, I want to be able to have my vellum object pinned to animation in specific locations on specific frames, then over time, change which points are being constrained (usually I would be removing a sub-set of the points, allowing more of the geometry to simulate freely). Rohan Dalvi has a great tutorial that goes over a similar workflow using "Stitch Points or "Weld Points" and modifying the Breaking Threshold over time, but this method does not seem to garnish any results when you flip to the "Pin to Target" constraint type. (Link to his video: https://vimeo.com/296601872) Am I just doing something wrong? Does this feature not exist? Maybe there is a different constraint type that would allow me to pin to animation? Any help would be greatly appreciated! Thanks! -Ben
  6. Hello guys, I'm struggling with making a basic setup with object emerging from the sand with vellum grains. Has anybody done something like this, do I need to use constraints or just pop awake? I'm sharing my basic scene Thanks! grains_test.hipnc
  7. Neon Dancer

    Still wresting with attribute collisions in layered materials but finding Vellum lots of fun!
  8. 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.
  9. Experiment with Vellum

    Was playing around with draping loose robes on characters. Instead of stitching panels I just made a very low poly model of robe-like shape around my high-res models, converted them to Vellum cloth and run a simulation. Quite pleased with the results.
  10. Hi Have a Vellum network with 2 pieces of geometry draped separately, then merged and input to a single Vellum Solver. The problem is that I want ‘Self Collision’ to be only enabled on 1 of these merged geos. How would I accomplish this?
  11. Getting a strange Vellum Weld seam issue. The connections between 2 weld seams are criss crossing. The number of points match on both seams and I also tried changing the Cycle value on each seam. Anyone know how I might resolve?
  12. Hi Using a Paint SOP to redefine Vellum collision properties on part of my collision mesh but I need this to happen only after a specific frame in my sim. Should I be doing this via vex in a Point Wrangle or...?
  13. FEM and Vellum

    Hello there magicians, I am facing this problem where I am choosing between vellum and fem to simulate a blobby thing effect that is an animated alembic cache I've reached reasonable results but now I want to decide which is more convenient vellum or fem, also can I paint weights in FEM i.e. some parts jiggle more than others and what are the specific parameters responsible for the jiggle and volume conversation effects in either vellum or FEM as I am new to both. Thank you so much in Advance.
  14. ÖBST

    Hi everyone, Herer's a little personal project I did over the last year. No keyframes where used for the animation. Each movement is generated through physical simulation or procedural noise. The Bananas and Pears are done in H16.5 using CHOPs controlled Bones and then fed into a FEM simulation. All the other fruits are done using H17 and Vellum. ÖBST: "How would fruits move if they could?" Hope you like it.
  15. Hi Any Vellum experts able to tell me if its possible or even a 'best practice' 2 combine 2 or more Vellum Drape SOPS in the same network? I have a character with under (Layer 0) and over (Layer 1) clothing meshes. They seem to each require different draping settings in order to drape correctly. Hence my choice to have separate Vellum Drape operations in my network. Afterwards I merge the geo and constraint outputs and feed into a single Vellum Solver for animation. My separates drapes are correct and I've frozen and cached each. But on final simulation (in the Vellum Solver) my geometry 'explodes' Attached is a screen grab of my network and my Vellum Solver settings
  16. Playing with vellum and FLIP, trying to create floating vellum objects. a. Using a simple Merge node with Mutual Collide Relationship, works for the Rigid Body solver but not for the Vellum solver. b. The vellum object doesn't collide at all with FLIP but when turning the Merge node to LeftAffectsRights, collision works but as expected no feedback force from FLIP. Any ideas? Thank you.
  17. Playing with vellum and FLIP, trying to create floating vellum objects. a) Using a simple Merge node with Mutual Collide Relationship, works for the Rigid Body solver but not for the Vellum solver. The vellum object doesn't collide at all with FLIP but when turning the Merge node to LeftAffectsRights Any ideas? Thank you.
  18. Is there some way to remove collision on just part of a mesh? I was thinking possibly some combination of vex and custom attributes or..?
  19. Calling all Vellum experts Having a difficult time trying to correct a 'crinkled' cloth happening on what should be stretch lycra shorts. After my initial drape everything looks fine. Its only after I start my final animated solve that the issue occurs with the shorts . Tried varying my Stretch Compression Stiffness but seems to have no effect. Since my initial Drape looks correct, is the problem with settings in my final Vellum Solver or in my initial Vellum Cloth Constraints? Any feedback appreciated!
  20. I am not sure if anyone has run into this but I thought I would quickly share this. I am using a pop sim to source vellum grain. The pop uses 2 sub-steps and for various reasons, particles get sourced on non-integer frames, e.g. 6.5. I noticed that when I am using vellum, the grains never appeared even though the vellum sim was set to 2 sub-steps as well. To make it work I had to change the time step to 0.5 in the vellum source sop solver enable solver node. Here is a screenshot: Someone else might find this useful at some point, I hope, or perhaps I am just doing something totally silly :-)
  21. If you are layering clothes, say a jacket over a shirt, is it simply a matter of making the Mass property of the 'undergarment' larger before you do the Vellum solve? or is there more to consider?
  22. Hi Trying to create 'athletic tights' on a character. Think lycra. I've played with the Stretch Stiffness but doesn't achieve what I want. Any Vellum experts able to suggest how to make your cloth stick to the surface of the collision geometry?
  23. Multiple Vellum Solvers?

    Have gone thru the Vellum Masterclass, the THUG presentation and all of Entagma's introductory vellum tutorials. Still a few questions. If you have multiple separate clothing items on a single character, is it considered 'best practice' to have multiple vellum solvers, one for each piece of clothing, or is it necessary to merge ALL clothing items before using a single solver? Also, I've read the documentation in regards to Stitch Points and Weld Points constraints. http://www.sidefx.com/docs/houdini/nodes/sop/vellumconstraints.html They both seem to be somewhat interchangeable. Can anyone provide an example of when you would use one over another?
  24. Hello all, I want to replicate the effect of ice breaking on a trampoline but I can't seem to get my head around the workflow for how I would go about it, the reference is here: https://www.youtube.com/watch?v=UxpM2D2i0o4 The trampoline part is easy enough, with a quick Vellum setup I got a decent result. The problem comes with the ice, as I figured, I don't know if it's best to take it through Vellum or an RBD setup. I need it to do a few things based on the reference, obviously the first shatter effect and then smaller breaks afterwords from repeated impacts. I don't believe Vellum can have a setup that consistently breaks down over time over the multiple impacts(unless it's just a very high res grain sim?). The Vellum approach is nice because of the speed of the result and the ease of use. On the other hand RBD is robust and I know there's information out there on breaking pieces into smaller and smaller chunks, but when I attempted to sim using a glass style fracture it would explode with the cached Vellum geometry under it. Any ideas or other threads somebody can point me towards to get my bearings with something like this? To create the ice sheet I would just take a stable frame from the beginning of the sim and fracture ontop of that cleaned piece of geo. Attached is the base file with just the trampoline sim, as my attempts with both the vellum setup and RBD was very cluttered and made the scene file harder to look through. I don't know why I always manage to bury myself in these weird effects but ¯\_(ツ)_/¯ I can't help myself. As always y'all are lifesavers and I can never thank you enough. Cheers. IceTrampoline_help.hipnc
  25. Vellum's bend-stiffness control

    hi, I try to use vellum in order to create TreeFX. Then I took two tests with Lsystem, and vellumsolver with wind and standard gravity: 1 - apply polywire and vellumCloth. 2 - apply just vellumHair I set bend stiffness a very large number for the both tests, but branch still bend so much, cannot make stiff well. Setting more substep helps not to bend, but not enough. Does anyone succeed to control bend parameter very well? vellum_v0002.hipnc
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