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Found 104 results

  1. Hi, I'm doing a vellum hair simulation on a character that starts partially under a ground geo. I also do other vellum sims (as foliage) that need collision with the ground. But my hair gets stuck under de ground geo. How can I make sure that only the other sims are colliding with the ground and not the hair? Thanks!
  2. Animated Vellum constraint

    Hi everyone ! So I am working on a scene where i need to sealed vacuum a building and make the cloth breath :/ So The vacuum part work well but everytime i try to animate the constraint inside my vellum solver it's get crazy.. Does someone now how to animate constraint or if it's possible ? I'm linking the scene file untitled.hiplc sorry about the poor english not my first language... untitled.hiplc
  3. Dynamic Fire Hose - Vellum

    Hi guys, I'm fairly new to houdini and I got stuck on a sim and hoped you might be able to help. For past two weeks I've been trying to create a dynamic fire hose - something like this. It seemed like a very simle task - vellum cloth hose somehow attached to rbd metal connector - but I just can't seem to get it to work properly. In the scene I'm working on the hose should float for a bit with some turbulence and interact with other rbds floating around and then fall to the ground and hit floor collider+other falling rbds objects. I'm using strut softbody in vellum and it seems to work pretty ok out of the box. The folding on the ground doesn't look that great, but thats probably just a matter of tweaking the settings. I managed to add some turbulence through the windforce node in DOP network. I wanted to figure out how to constrain/attach the end of the hose to the rbd connector. At first I tried using vellum attach to geometry and set the max distance parameter exactly as I needed. That worked great with static geo, but didn't work at all with rbd object. Not sure if vellum is incompatible with rbd, or if I just set it up incorrectly - I used shelf too RBD object and connected it through the dop import to the third input in vellum attach to geo node. When this didn't work out I thought I might be able to get away with merging the hose and connector into one obejct and then paint a mass and stiffness maps, so that the hose is soft, light and will fold on the floor, but the connector will be stiff to the point it will behave like RBD and heavier than the hose, so that it would pull it down. I created primitive stiffness attribute and then painted a map - the hose is black and the connector is white. In the vellum constraints I set both bend and stretch stiffness to scale by attribute and was expecting that the hose stiffness would be multiplied by 0 and thus would pretty much collapse on collision, while the connector would be scaled by 1 and the stiffness would be according to the stiffness value. But when I use scale by attribute the entire object gets completely flattened on collision and there is no difference between the connector's and the hose's stiffness at all. Also I was unable to find a way to adjust mass with attribute, so I'm not sure if this is even viable solution to my problem anyway. How would you approach something like this? TL;DR: What's the best way to create vellum hose and attach one end of it to moving rigid body with mutual interaction? EDIT: I managed to get the stiffness map working on a dummy scene, but still didn't figure out how to adjust mass by attribute/group. Is it even possible? Apologies in advance if it's something really simple and obvious! Thanks for any help!
  4. Hello odforce, first time posting here. I am asset lookdev artist learning how to simulate foliage inside houdini, and I'm running into numerous problems. I'm rigging the plant by scattering points along its surfaces, conecting points with lines and fusing together for a low res representation fo the original mesh. Then simulating the rig with vellum cloth and skining original mesh back to the sim. The motion I'm getting is not natural at all, it is really tough to figure out proper values. I've used wire solver before and while its much easier to get natural spring motion out of the box I find it less flexible with different foliage shapes and sizes. Animation and graph below - do I use proper setup? Do I set the constraints and forces properly? What can I do better? I'm learning houdini on the side so advanced VEX is out of the question for now, please dont go Entagma on me I'm just scratching the surface of this awesome software, any feedback is most welcome. bushTest.mov palmTest.mov
  5. Bullet to Fluid and Vellum

    Hello Everyone, I have just create tutorial of making dynamic to fluid and vellum in Houdini 17. Check in here: https://www.cgcircuit.com/tutorial/bullet-to-fluid-and-vellum Best Regards,
  6. Vellum Clothing on rigged character

    Hi All, I have a vellum setup which involves a rigged character which I will be animating and part of this character uses vellum clothing on the model. I'm currently testing a few keyframe positions to see how the vellum cloth follows the rig, but the cloth is not following my bones at all. Everything welds into place correctly on the character, however when I animate after the weld sim nothing happens. Anyone know what the trick is to get this to work?
  7. Vellum grains problem

    Hello friends, I just try to build up a little rbd-vellum grain scene where some geo is interacting with the grains. So far so good. The meshes interact with each other and the solver works. BUT I have no clue why the grains start collapsing in the first frames when starting the simulation. It seems that there is a particle separtaion between the grains that is presolved first or before everything else happens. Does anyone know a solution how to fix this issue or give the grains a "sleeping state" before it collides with the geo? I already tried the popawaken after the vellumsource but with no effect. Thanks in advice, Sebastian vellum_grains.mp4
  8. Hi there! After spending long time trying and searching... here I am with my newbie question... I've an OBJ from C4D with different objects. Checked in Houdini's Geometry Spreadsheet all the paths of the primitives detect the names of the objects. I did a vellum simulation, and I want my alembic back to c4d with facesets for each OBJ primitive. How can I do that? Thanks in advance.
  9. Vellum FLIP interaction

    Hey everyone, do you guys know a way of making flip and vellum cloth interact with each other? So not with Pop fluid but flip.
  10. how to reduce waves???

    Hello guys! Short question, how can I reduce waves of the vellum structure. I wanna make a simulation of beating heart and its still very weaving. Also it looks like that the vellum struts are "under cloth"..... :/ Is there any reason how to fix that, or I have to use FEM only? Thank U hor any advices srdce.rar
  11. hey ya'll, i'm trying to animate the restscale of each emitted hair strand based on age but i'm currently stuck because "@restscale" is erroring out on the vellumconstraintproperty inside the dopnet. any ideas would be great! thank you! chris anim_rest_scale_age_v001.hip
  12. Vellum Grains

    Hi, I have been trying to understand the operation of vellum grains for a few days, I wanted to make a falling sack with sand as on the sideFX side, but when breaking the material it explodes. Maybe anyone will be able to help me? https://www.sidefx.com/docs/houdini/videos/VellumGrains.mp4 adds a file can help something vell_with_grain_v3.hipnc
  13. Hey all, I've tried searching the forum and the internet at large, but couldn't find an answer to this. Apologies if it has been asked before. I'm trying to create a constant stream of constrained vellum grains. Continuous emission with Vellum constraints (each frame/step) just explodes, and adding the constraints through a SOP solver made Houdini unstable.. Does anyone have any idea how to go about doing this? I'd appreciate any tips you could share. Please see a simple scene with the issue. Thanks! vellumConStream.hipnc
  14. Vellum export alembic

    Hello, I'm looking for a solution on how to export 2 vellum objects into alembic and differentiate them into cinema4d to apply materials? I found many similar threads here and there about groups and so, but no solution seems to work, I post the hip files if anyone interested to help, it's a simple test, K found a solution, thanks!
  15. Simple RBD hanging

    Hey everyone ! I'm miserably failing at making a simple dynamic set up : / I'm trying to hang a RBD object at the end of a rope. I can't get it to work with wire solver and bullet. I've only managed to attach the rbd at then end of the rope, but the attached rbd isn't affecting the rope. And with vellum it works, but I don't want a soft body object. I tried with vellum, thinking I could stiffen the softbody until it looks like a rigid object, but vellum bugs with I reach high stiffness value ! And anyway, I don't know how to replace that softbody by my final object : / If someone could help me back on the correct track, that would be great attched is a hip file with my 2 failing attempts.6ril_RBD-hang++.hipnc
  16. Hello, I'm just getting into vellum and the solver seems fast and cool but I'm trying a sim here where the geometry tries to attach to its collision geo, but that ends up being very jittery at the end with what seems to be no loss of energy. I've uploaded a scene file. I've tried to set @v to zero at the end and that still hasn't worked. What're the steps to making this solver behave? vellum_basics__jitter_02.hip
  17. Hello everyone, the project > I'm working on short animations of a shirt flying in the wind. I decided to use houdini to learn it and use the new vellum solver. I managed to have really nice and quick result for most of the shirts but one of them give me some troubles.. problem 1 > One of the shirt is more like a polo so I would like to set differents constraints on the collar to make it more stiff than the rest. I tried to make groups and merge them but I think I'm missing something because it's not working. I can't find any related topics either.. maybe you guys can give me a clue on how to make this work ? I'm ready to experiment I just don't know where to search anymore.. problem 2 > On the same shirt there is 2 buttons. I'd like to glue them to the shirt for them to react like rigid body and follow the shirt mouvement but I don't understand how I can do it and how to place those news constraints in the graph.. First screenshot is a view of the collar and the buttons placement. It's a model from Marvelous Designer. Next a screenshot of the network view and third a view of the collar being not stiff enough ( : I can only do screenshoots of the shirt and can't really share my hip file because the design of the shirt is not supposed to be released yet. Thank you for the reading !
  18. Vellum Pin to Target

    Hey, Is there a way to constrain vellum to deform animation and then lose it over time? I'm trying to animate the "breaking threshold" inside the vellum constraints after setting the constraint type to "Pin to Target" but it doesn't seem to be doing anything?
  19. What is the best approach to make quasi-hard materials like metals from vellum cloth. I am successful with tweaking stretch and bend plasticity values but the grid still feels quite flappy. Help on how to take the soft, cloth like feel out of it to make it feel like a hard metal sheet. I am looking at this as alternative to the RBD approach to creating dent or bending in car crash situation or even metal pillars. Help would be very much appreciated
  20. Vellum tangled office blinds

    Hi there, This is a bit out there but I'm trying to remake this effect produced in cinema4d using Vellum: The blinds were simulated then looped and baked to an alembic, then I attached the strings to the edges simulated them, making them loop using a pose morph tag. I was wondering if there is a way to do this in Vellum all at once having the strings effect the movement of the blinds, with the whole thing being a seamless loop. Basic starting point for vellum would be a simple flag I know, but does anyone know any tutorials that would cover attaching multiple cloths together with vellum hairs? Many thanks, H
  21. 2D vellum Simulation

    Hello guys , I cant find an attribute or something in vellum to make it avoid movement in one particular angle or i'm missing it. I want to simulate a spring in a 2d domain I only want to run the simulation in Z and X and avoid movement in Y axis Iwant to prevent this from happening: Is it possible ? thank you all in advance for your help!!
  22. Vellum - Match Animation & Gravity

    Hello everyone, I'm currently playing around with vellum and came across an issue I'm not able to solve alone. Some Grids are falling on a collider and should be pulled in different directions at a certain frame. When the pressure is to high, they should tear apart but thats hopefully an easy thing with “weld points” and edge fracture. The main problem is the animation: As soon as I tell the vellum constraint to match animation, I get my animation, but no gravity and vice versa. So how do I get both, animation and gravitation? As an additional question: how can I give the vellum object an initial frame; so I can kind of skip the falling down part and start right away with the animation. Thanks in Advance Vellum Test.hip
  23. Hi everyone. I have flower with of which I have isolated the stem and ran it through a simulation. I now want to reattach the head of the flower back to the stem but I obviously want the heads orientation to match with the new simulated stem. I have tried point deform but cannot get it to work. Although it does seems to be close its not matching up. attached is a hip with an isolated simple example of what I am trying to do. Any help is greatly appreciated. Thanks Attach_Flowerhead.hiplc
  24. Vellum strut setup

    Hi everyone. can anyone tell me how to make strut constraints in vellum work with a thin object? Attached is a hip file. Try switching between the thick and the thin tube and you will see that the thin tube collapses while the thick one behaves as one would expect. Thanks odforce_example.hiplc
  25. Wiggling Fur

    Hi all, I created a vellum fur simulation for my chimpanzee that simulates the guides perfectly. But when I render, the actual fur, especially the longer hairs, are wiggling like crazy. It is especially noticeable thanks to the white hairs I have. As far as I know, I have no wind forces activated. I've looked around and tried many different renders with different sim parameters but the same always happens. If anyone could take a look I'd be grateful. I'm attaching the project with some renders so you can see the problem. I deleted things like textures and sim cache to keep the file size smaller, creating the cache is quite quick anyway. If anyone has any questions about the setup just let me know. Thanks in advance ~Tomas
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