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Found 394 results

  1. Hi, So, I following this tutorial and got stuck at the actual web shooting part which happens at 43:00. He did it with vops, is it possible to apply the same principle to achieve it with vex? Maybe by moving it back to rest position? I tried it with a carve node but the transformation isn't as smooth as the one in the video. I have attached the HIP file below for reference. and spider_web.hip
  2. Delete Vellum Particles with constraints

    Hey Guys. I was wondering if there is a way to delete particles in a Vellum simulations when they have had constraints? The scenario I have setup the particles have constraints, then I remove the constraints based on a condition, and when I try to remove the particle as well it craps out on me. Attached is a simple example file to showcase the issue.DeleteVellumParticlesWithConstraints.hiplc Thanks
  3. "Vellum Reference Frame" node usage

    Hello, I've been researching for a while, perusing for a while, and experimenting for a while with Houdini at home. I've been trying to use vellum cloth on a character that is animated, not just with his limb motions but also his location and rotation (center of mass moving about). Sometimes I want the vellum to work with that, say, if he does a flip over a barrel, but if I'm just trying to move him into position (say, stage right) from his starting T pose, I'd really like for the vellum to ignore that positional movement and just use his local joint movement as he settles into an idle/rest pose. I've been given to understand that the Vellum Reference Frame node might be useful for that sort of thing, but the official documentation is short on what values in the data channels would actually suffice, and I'm not sure where to wire it into the vellum node flow. I've been assuming after the Vellum Solver, but I'm not sure on that, and simulations are taking forever to test simple iterative experiments. Do any of you have experience with the Vellum Reference Frame in this sort of context, and have recommendations on how it might be used? Thank you!
  4. vellum sim

    hey guys. how can I preserve the shape of my geo while being simulated with vellum solver? a reference sim attached below. adi_inflate.mp4
  5. Vellum Pin to Target with gravity

    Hey gang, I've run into a problem I can't get my head around. I have a Vellum cloth sim with a Pin to target constraint. I want the cloth sim to follow the target while also being effected by gravity and can't resolve making both the target cloth sim and gravity occur at the same time. Any insight would be MASSIVE help! Thanks. Hip is attached. Vel_pin_target_gravity.hiplc
  6. POPAttract with Vellum Leaves

    Hi Guys! So i am completely new to simulations and I was wondering if you can help me out here Basically I want to scatter some leaves on the ground and vortex them onto the surface of a body (animated Human with a spin movement) I tried it first with a popnet combined with axisforce/curveforce,attract and collisiondetect by setting the behaviour to "stick"....so far so good the points where more or less distributed on the body and it had the effect that a person is materializing from the leaves from bottom to top (although i couldnt find out how to distribute the particles more uniform onto the attractor) So with this particle simulation I just copied the leaves to the points, added some random values to it and basically I had achieved what I wanted. But the movement of the leaves look to artifical so I tried another way using Vellum. I had the same setup like in the POPnet mentioned above but the leaves wont stick to my attractor although I visualized the hit collision in the "POPcollisiodetect" SOP and it clearly showed the the leaves where touching the attractor. Is there another way of building this? Thanks in advance!! testsccene.hiplc
  7. Hey! I'm sure this are simple solutions to this but I cant figure this out: I have a bunch of discs attached to vellum cloth sim like sequins. What can I do so that there is no intersecting geometry. I'm not sure how to apply rigid bodies to them. Additionally: What kind of constraint can I put on the copytopoints so that the "sequins" do not rotate 360 degrees, but more realistically along the surface of the fabric?
  8. Hey everyone! This is my first post here! I have a scene where I'm caching a vellum grains simulation to a disk cache. I'm having trouble understanding why it takes so long. When I cache the simulation to ram in the viewport each frame takes about 15 seconds, however when I drop a File Cache SOP and save it to my hard drive each frame seems to take about 3 minutes. Could someone explain why this may be? I have tried saving to another drive and it didn't help.
  9. Hi everyone, I have wich is seams like a simple request but i can't wrap my mind arround it. I'm a beginner in houdini since a few months but I really dig the process of R&D, I like to start from some tutorials and try to have fun from there. I think I know the way to do it and it must be easy but I have no idea where to found what I'm looking for or what should I tweak. I have two project in mind I would love to do but I keep having the same issue. Is it possible that a RDB object and a vellum solver affect each other ? Like collide and deforme the solver and not just bounce on the vellum or something like that. For the first one I made like a rubber toy, I wanted it to bounce a little and the ground and then be stomp by a rock falling on him. I succeed making a simulation that I like for the rubber toy but when I try to add the rock falling I can't. Maybe because it's really heavy I can fake it by simulating the rock falling and then importing it as an .abc or something and make it collide with the vellum solver but even that I didn't found how to do it. The second one is with the same problematics but maybe even harder. I wanted to simulate custom sticky man. So like in real life I made a sticky skeleton and two hard parts, upper and lower body. I followed this tutorial but because I can't mix RBD and vellum I am stuck again. As the first one, I may be able to fake it by doing the characters in one only piece but only make the hands, feets and middle of the body soft and sticky. Maybe with a paint mask ? So if anybody have good tips on how to learn this, have unknown tutorials or have an idea how to do it, it will be much appreciated. Thanks in advance for taking the time to read this and sorry if's too basic and doesn't belong here. I added my files if somenone want to have a look. 160921_SQUEAK_RBD.hipnc & GYMBODIES.hipnc Maybe you'll need the obj I have (last question, is there a way to pack it all inside the hipnc file ? ) 160921_HERISSON_LOW_LOW.mtl + ROCK_1.obj and BODY_GUM.obj + BODY_RIGID.obj Cheers and have a great evening ! PJ
  10. Feeding new grains into vellum sim

    Hi all! this might be a silly question but I just wanted to know how can I feed new grains into my vellum grain simulation. let me explain more, I have an object that is filling with points on SOPs, used scatter and blasted point from top to bottom, and then I used Vellum configure grain to add the attributes, Now how can I add these animated grains into my sim every frame? its probably a SOP solver node combination that I cant figure it out! appreciate if anyone can help me on this, Thanks
  11. Vellum cloth

    Hello everyone. I'm experimenting with vellum cloth. But the character has tremors in his arm. What could be the reason for this? Thank you for your help in advance. Subs 5 Cons Iterations 500 test_vellum.mov
  12. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  13. Vellum - Sponge/Foam behaviour

    Hey Guys, For the past two days I have been trying to recreate this shot in vellum (Starts at 7 Seconds): But I cant seem to get it close! First I tried just squeezing strut softbodies with geometry but I could not get them to stay in place or have the right behaviour, then I went the inflation route witch also did not work since foam does not inflate like a baloon and generally keeps its shape. I thought I had found the solution with a vellum rest blend, blending between the original and the scaled up geo (I attatched the file), wich kinda worked but I could not get it to behave like the video. If you guys have any Idea how to achive this It would be greatly appreciated! foam_squish_V01.hiplc
  14. I am a newbie to Houdini, and I was trying to find a way to generate grass in Houdini using a Texture. Just like how you see the Colors in the Image it has to be similar, the only difference between what I need and in the image are the Stripes in the Image are at a perfect distance, while in the one which I have they are a bit more organic, so they spread out a bit more naturally. Thanks!
  15. Hello, In the attached file I am using 'vellumconstraintproperty' in the solver to break the Pin Points constraint at frame 100. There are 20 strands that fall away as expected. Ideally, I would like to break every point of the constraint individually, so I can have one strand fall away every 5 seconds for example. I've tried a number of different techniques and videos but can't solve this problem yet. Maybe each point can be referenced in Vex in the solver somehow? Any suggestions are much appreciated. Thanks. strands.hiplc
  16. Greetings! I'm trying to attach a vellum sim to a pop sim... The idea is that I first do a pop advection sim then attach vellum cloth to that so they collide and interact with each other... It's almost there, with one slight issue. It seems that vellum is calculating the particle point for every frame and I need it to calculate only the newer emitted (birthed) points... Is there a way to tell it to do so or is there a cleaner setup to achieve what I want? Attached is a simple test scene of where I'm at. Any help, guidance, or advice would be greatly appreciated! vellumParticleTest01.hiplc THANKS
  17. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  18. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  19. Houdinified Acrylic Paintings

    Hey peoples! I recently started a personal project with the main purpose to explore setups that I either couldn't do during real production, curiosity or pure fun. As a base and also source of inspiration I'm taking real acrylic artworks of a good friend of mine. The photographs of the real artworks are prepped in Photoshop to be able to extract certain textures which I then use in Houdini to create my setups with. The concrete room was built out of a couple of individual decals and assets from Quixel. The whole thing is then being rendered with Redshift, comped with Natron and finalized in Davinci Resolve. From time to time it's seriously fun to play around with setups without having somebody behind me telling me what to do creatively like in a professional environment. No pressure, just fun Here's the first couple of clips I created in this series. Hopefully it's as fun to watch for you as it was creating it for me! You can also check it out on Instagram, Behance or Vimeo. Feedback, questions or whatever appreciated! Volume 1: Volume 2: Volume 3: Cheers!
  20. Hi, I am trying to use attribnoise to animate the breakthresholdscale but it doesnt seem to want to update every frame in the vellum solver. It seems to not change from the first frame. Any ideas? Here is a gif showing the issue: https://gyazo.com/1b74ca79c445796b0a6176cd4cb6bd75 Also attatched the file below vellumbreak_attribnoise.hiplc
  21. I have an alembic with a lovely bit of movement happening, lying down on a ground plane. I'd like to make parts of it floppy, which I can do with vellum and a pin to target with an attribute that scales the pin stiffness so it's lower on the floppier parts. No problem there. The part I'm not able to figure out is this: I actually want to hang this up by one of the floppy bits, but still be able to use the shivering/shuddering from the target animation. The target animation is apparently evaluated as absolute coordinates, rather than deltas of a rest mesh, so even with the floppy part being hung up, the pinned parts are still lying on the "ground"/seeking the actual point locations of the target. Is there a way where I can get it to evaluate the target so that even if some of the animated bits drift (and move some of the not-quite-100%-pinned areas) the vellum will incorporate the source object's animation, but at it's new simulated place? Thanks for any help!
  22. Hiya, is there anyway to create "soft" group selections in Houdini? Basically I'd like to have vellum only effect a selection of an object but it gives me jagged edges when inflated. Is there a way to have some sort of falloff for a selection? (Attached references)
  23. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  24. I am really puzzled by this. It is a regular flag setup, with the top edge points attached to the collision geometry with some attach to geometry constraints. Whenever my collision geometry moves quickly, the constraints gets stretched even when I set them to be really stiff. Any idea? Thank you
  25. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest