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Found 182 results

  1. Hello guys, I am doing a new test with vellum hair. I am trying to sim a sort of object going through some vines and I would like to have a opening like curtain effect but I cannot make the hair react like I would. Feels like they are stretching always no matter what is the value of stretch.. Am I considering something in the wrong way? Any suggestion help would be great thanks test_vines.mov tree_test_v002.hipnc
  2. Hello guys, I am trying to recreate a helicopter landing scene on grass. I am new to Houdini and I was trying to use hair and a radial force to create the effect but not really having much good results. Could someone give me some tips on how to achieve the result? Thanks Luca
  3. RBD to Vellum

    Hi! Houdini beginner here. I'm trying to make a bookshelf / pages explode. I set up RBD sim, which works fine. But as soon as I attach the vellum solver to sim it after the dop import, the papers just fall to the ground, no RBD sim info. I've tried putting the vellum constraints, pack it before the RBD sim, RBD, DOP import, unpack, and vellum solver afterwards. And vice versa, I've tried vellum solver before putting it into RBD, but so far no luck. How can I fix this or is there a better approach to this? (book_question_forum.hipnc) Thank you so much!
  4. Hi I'm trying in this setup with the Guide Deform SOP but as you can see it really is not working. Please help! Hair Fallout.hiplc
  5. Hey guys, I have a vellum setup in dops where I'm dropping gummies. So far, to replace vellum geo, I used a point deform, that worked when I had same mesh as input in vellum and point deform, but on Dops I'm emitting 1 gummie after 10 frames, so not sure how to approach this. I tried using this expression $FF%10==1 in the timeshift for the point deform, but isn't working since doesn't take all the other dop meshes. I also tried some stuff in a sop solver within Dops with no luck Any tip to get a original uv mesh in this kind of setup will be super helpful Thanks!
  6. Hello Guys! Noob question... I have a character with modeled/sculpted hair, and I want to make it dynamic. The thing is. I´m using a spline for each hair chunk, and the vellum solver to make that spline dynamic. I like the motion I´m getting on the splines, but when I use the wire capture/wire deform combo, The mesh gets flattened. It follows the motion, but it looses all the volume/shape. Is there a way to keep the hair´s shape?? or am I trying to solve this the wrong way?? I hope the images below can show the issue. Thanks in advance! EM
  7. I'm tinkering with vellum and have a weird issue--when I use a plain grid as the cloth object and run it through a remesh, random points are/act as if they are pinned (they are given a @mass of 0), even though there is nothing set as pinned in the vellum constraint node. I've emptied the cache, restarted, even tried a new grid with slightly a different initial subdivision count, and the result is the same--various points stay in space, pinned (although with differing initial geo point counts, the points that don't move are different). A grid without remesh works fine. A planar patch actually works fine. I've tried various other objects, all run through remesh nodes (and without), and they all work fine. I could even assign those points a new mass through a wrangle, and that worked fine, but it seems like for something as basic as a remeshed grid, this shouldn't be happening. What am I doing wrong here? Or is this just why god and SideFX made planar patches? vellum_pinning_problem.hiplc
  8. Scale Vellum

    Hey Guys, I have a bunch of jellies and a want to do a vellum soft body sim on them but the issue is that they all intersect and I don't want that. So I threw them in foreach and scaled them down. Now I want to scale them up while doing the vellum soft body sim. I tried the pressure thing already but it destroys the shape completely. So I went with a sop solver but that doesn't seem to work with vellum. Attached you find an example file. I hope somebody can point me in the right direction. Cheers, Lucas jelly_lb_v003.hipnc
  9. Hi, I want to create a detaching effect on individual strings/hair strands connected to a piece of surface. Without deforming the strings (as if they are sticks? or a little bit?). Also, 1. I want to trigger the 'detach' randomly (one or two strands at a time) and 2. how to make the strands move according to the point normals (pin to animation points) (v@v=v@N didn't work) **strands are made using hair tools ***I'm sharing a GIF of what I want to create, a video of the current scene and the .hip file. vid_problem.mp4 detach_strands.hip
  10. Hey everyone ! As an exercise I am trying to reproduce this C4D tutorial in Houdini, which seems pretty basic but I can't find the way to do it : I tried to use vellum cloth and a pop wind but I am not sure it's the right way to go. I had some pressure to avoid the sphere to collapse but again I am pretty sure this is not the way to go. 3 points interesting in the video : The folding of the cloth which are really realistic to me The fact that the sphere is not collapsing or moving The fact that we can not see the wind direction/noise pattern Here is the hip file even if it will not help :'D Wind-SphereCloth.hip
  11. Hopefully this will be simple, but I'm having a hard time finding a solution. I have a simulated vellum string that's pinned to an animated point at one end, while the other end dangles freely. I want to "ignite" the string by having it disappear progressively starting at the free end (I think I already figured this out; All I have to do is animate the First U in the Carve node). However, I'd also like to have a particle emitter travel along the string at the same rate that it disappears, spitting out sparks to enhance the burning effect. How could one achieve this? In case my explanation wasn't clear enough, I drew this picture: And I included my .hip file. LitFuse.hipnc
  12. Vellum cloth stitching over time

    Hi guys, I am quite new to Houdini and recently discovered this forum. Love the content! Now my question: I was trying to search the web for a progressive stitching effect. My thinking was combining the Entagma rbd dynamic weave effect with a vellum setup, where the points on the edge draw towards each other over time. Not sure if this is possible though. The effect I want to create can be seen in this video at the 0.14 mark: Do you guys have any pointers on where to look at? Cheers!
  13. vellum: simulate with proxies

    Hi! I'm simulating a few hundreds soft bodies (all identical) with vellum, and what I'm looking for is a way of simming with a low poly proxy of the objects and then transfer the sim baked into the hi res geos. I see there's a cloth capture / cloth deform process that seems to do exactly what I'm looking for, but in my case the soft bodies are emitted frame by frame, so the output is from a dop network. in the past I did something similar where I used point deform but in this case I'm not sure it's going to work as I don't have a rest position...here's an example just to clarify what I'm doing... softbodies_proxy.hip
  14. CG Master Academy is searching for active industry professionals using Houdini for cloth simulation to develop and teach an online course. Flexible scheduling with a 3-5 hour per week schedule footprint depending on class size. Minimum Requirements: must have 4-7 years of professional experience in feature film/animation projects and a current demo reel showcasing work specifically in procedural modeling. Preferable: Some experience teaching or training artists would be helpful in this role. Please send resume/work history, as well as a link to your website and/or demo reel, to jobs@cgmasteracademy.com.
  15. vellum blend(inflate objet)

    Hi all Im testing vellum blend for a personal work . I have attached a file where I inflate a torus and a pighead. I need to do it with a rest position so I have used a vellum blend to control of how start the geo animation and how it ends. With the torus works very well but if i use the pigheadtest is not working as expected. Torus and pighead has almost same size, points, and primitives. Is the pighead not working as expected because of the shape of the geo?? This is my question. If I apply a polyreduce to the pighead I start to get accurate results, but the things is that I want to do it with a high poly car model, so I would like avoid polyreduce to get good results. I have noticed that with high poly models is almost impossible to inflate using this method. Also Im trying to inflate by areas, I mean, per example inflate first the head of the pig and then the ears, in a gradual way. Can any one point me the right direction with this?? Thanks a lot for any help my friends inflating_test.hip
  16. Hello Peoples, its my first Time typing in a forum, but i am looking forward to meet the right people here, because in my social area nobody wants to speak with me about Houdini. Haha. As the title says, i want to know how i transfer the pressure/stretch/bend attribute to the final Render Geo and make the Stiffness or the Stress visible in my Rendering. Has anyone a clue? And sorry if there is a topic already. Thanks very much
  17. Hello! I'm doing a school project, and I have to create something like a slime mesh. The main problem I have, is that I get a lot of flickering when I try to mesh the vellum grain using the particle fluid surface node. The same thing happens when I'm trying to mesh flip particles. Does anyone know how to get rid of this flickering? I've been searching a lot but can't find an answer. Thanks!! StickyFluid.mp4 bloodRND.mp4
  18. Hi y'all, I wanted some advice on vellum balloons being attached to a string then popping (see reference below). So I can do the whole pressure thing and attach it to a string etc, but I wondered how to make the balloons automatically float upwards without just reversing the gravity. I don't want to just use a force to push them upwards, as it would look odd when they pop and don't fall to the floor. Any advice or example files would really be appreciated! Thanks, James
  19. Is it possible to change the restlength constraint in only one direction in a Vellum setup? It would be great for something like a rubber band that we want to tighten around an object without making it "thinner"
  20. Houdini 18 Vellum Cache Issue

    Hi All, I am unable to receive the same output when I cache my cloth file, Cache simulation appears way different from my playblast result. Can Anyone guide me why I am getting such different outputs and How can I resolve this issue? I am using Vellum I/O for cacheing and I have 6 substeps in my simulation.
  21. Hi everyone, I hope this is a simple one. How do you set different constraint properties for different groups that are being fed into the same vellum solver? Basically I'd like to create some objects that are stretchier than others int he same sim. Any help would be greatly appreciated! Thanks!
  22. Hi guys; To fill a bag with some candies, I tried to use vellum cloth for the bag, an rigid body as candies, but I can't make them to collide with each other. How can I fix it? Thanks. Test_01.hip
  23. Cloth wrapping animation

    So, I have a task to wrap rubber flexible mat around object. It is 1x1 meter electric insulation, and i need animation than shows how to wrap mat step by step using hands. I'm very new in Houdini, and not have experience in vex or other scripting, i'm trying to use only nodes. I came to next decision: I'm using vellum cloth as base, and some spheres in places where i grab cloth to move and drag. This spheres have vellum constraint "attach to geometry" with my cloth. And then i animate sphere moves, and simulate vellum. My problem is next - i don't need move all spheres all time, and in some moments i moving its manually, trying to simulate cloth real falling by gravity. So, how you can expect - it's weird. Does any way to detach and attach constraint attach to geometry not only at start frame, but through all my animaton time?
  24. How to approach Flour in Houdini

    Greetings, I'm trying to achieve something like this https://www.shutterstock.com/video/clip-24306053-slow-motion-falling-eggs-into-flour-stock Forget about the eggs, generally I'd like to simulate a collision on a dust / powder like flour. First of all, how should I approach this effect? Particles or Grains? And if I choose Grains, should I use the normal Grain Solver or the Vellum one? On the picture below I have a setup that I used the standard Grain Solver, and 2 RBD object, on is the static plate, and the other one is the moving ball. I encounter many problems like the ball bouncing really hard on the flour, instead of just landing, and if I change the RBD Solver priority in the Merge, then the Grain collide merely good with the ball but they pass through the plate. So basically the Solver can't read both the RBD objects correctly. Also, after all, I need to use a custom Force to "Explode" some Grains in the air, because it seems impossible to happen with just the ball collision. Thank you in Advance !!
  25. Hair self collisions vellum

    Hi I need to sim groom that needs to be quite stiff, but hair should self collide and layers should stay on top of each other. I can`t seem to make it work. Here`s simple example scene that I`m working on to test it. Any tips of how to make it work are welcome Thanks Janis selfcolision.hip
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