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  1. Hi guys, In a Vellum simulation, I would like to transform my High-Res geometries, by extracting the transform (centroid) from the Low-Res ones, so I tried to use the "Vellum Tranform Pieces" but it doesen't works properly. The thing is, its a continues (for each frame) emitting simulation. How can I fix it? Thanks for helping. Vellum_Low_to_High-Res.hip
  2. Please let me know when I use lab file cache nodes for vellum simulation, why my vertex counts change? Also, How can I use vellum i/o cache in tops so that it automatically caches all my vellum caches?
  3. Hi guys, I need to apply spin to the Vellum objects, so I add a "POP Spin" node inside the solver, but it doesn't work. How can I fix it? Thanks for helping Vellum_Spin.hip
  4. Hi guys, Vellum solver has some visualization modes. How can I create an attribute based on one of them, for say “Stretch Distance” ? Thanks for helping Vellum visualization.hip
  5. Hi guys, I need to animate the amount of the "shape match" constraint property. I know that it must be done inside the solver's dynamic network, using the Vellum Constraint Properties, but I don't know how Thanks for helping. Vellum_ShapeMatch.hip
  6. If I connect a shape match vellum object to a cloth (I use glue constraints), it loses its rigid nature and starts deforming, there's any way to prevent this? Untitled.mp4
  7. Hi everyone, Do you have any idea why is this weird jump happening in this super simple example? I mix the position in the dopnet, and the jump is happening when I animate the timescale. The particles somehow got pushed back. vellum_jump.hiplc
  8. Hey guys, I hope you are well, could you help me with something? I'm trying to create a fracture of an object with vellum grains, I'm using clusters to create the pieces that I want to break and a mask with mops to trigger the simulation, but I would like to increase the amount of cluster over the simulation time, is it possible with cluster attribute? for example, I would like it to break into large parts first, a few frames ahead, break smaller parts, and then smaller ones, and so on until it turns to dust Thanks a lot if anyone can give me some tips. I added a hipfile here thank you! clusters_v1.hiplc
  9. Hey magicians, I'm trying to achieve a similar vellum sim like this, haven't installed H17 yet since I use Marvelous for cloth but this one will be hard on MD, any thoughts on how to approach this with vellum? Here's the reference: Thanks!
  10. Hi everyone, I was following a tutorial for an embroidery animation and I was trying to see how it could be adapted to run normal to a curved surface instead. I was able to get away with using point deform to manipulate the animation on a wavy surface. I am unsure how to multiply the normal inside the point VOP to get the spline animating normal to the curved surface (shown below). Not sure if adding normals using the point SOP before the ray SOP helps. I've attached the .hip file for reference. Would be immensely grateful for any help or guidance. Thanks! Embroidery.hiplc
  11. Would vellum be the best way to approach a ball of jelly smashing through another, larger ball of jelly, and coming out the other side? With some pieces of each jelly ball stretching for a bit where connected as the smaller balls exits and flies away. or flip sim? Thanks.
  12. Hello. This is a question for Paul's best tutorial series. I would like to set up a Vellum and Falloff mechanism extracted from a GIF, but I have tried and tried without success and wonder how to accomplish this. I will upload a file in the process of using MOPS in case you are interested. Thank you in advance. vellumfalloff_failed.hiplc
  13. Hi, I'm trying to sim lots of rope on a ship and although I can simply use polywire, I'd like to try and keep the original model's rope geometry. Is there a way to use path deform or point deform to achieve this result? I've had some success with point deform, but I think it was more luck and not really a robust workflow. I've attached a simple scene of some vellum string in a breeze and an alembic file of some rope. As you can see the rope is horribly distorted. Any help or ideas would be greatly appreciated! Thanks Rope.zip
  14. https://youtu.be/QR3CjAw_1PI This is the reference. preview.mov I'm creating a Vellum simulation. The scarf is released from the neck and flies to cover the camera. I'm using Custom force setup from another particle aura fx. It use Curve direction force and Curve suction force. But the suction force makes scarf gather and twist in the midde of curve. Before I noticed it, I worked with the following intentions. I keyframed the Stretch Rest Length to make the scarf spread wide enough to cover the entire camera, And i also keyframed Bend Stiffness to get rid of the scarf twisting. Stretch Rest Length makes scarf wider, but there is no spreading force, so there is no dramatic change. And Bend Stiffess doesn't improve the twist Rather, It makes short wrinkles in the longitudinal direction and long wrinkles in the narrow direction. and this is weird. I think the fundamental problem is Curve suction force. But without Curve suction force, you can't make it fly in the right direction of the curve. How can I make the scarf to be wide and not twisted? Vellum_Scraf_v04.hip preview.mov
  15. Hello, I have a group of lines that are growing by animating the "first u" parameter. I want to connect this to a vellum sim, but once connected to a vellum solver, nothing pops up. I tried using a pin to target but I think I need some guidance on how to set it up. Any help is appreciated.
  16. Hi, it is possible remove hair constraint manually? I need to cut rope in few places but I cant find how it works. Information only about weld constraints. Thanks! vellumHair.hipnc
  17. Hello, I am trying to learn houdini, and doing personal experiments. Today I was experimenting how to emit rope. As you can see from my setup below, I am using a noise to control the zscale of my poylextrude. My issue is that the circles are growing taller and shorter since the noise is being animated. What I want is for the noise to trigger the growth of these cirlcles, so it will look like I am emitting tubes or "rope". Any help is appreciated, Thank you.
  18. I am trying to morph a tetrahedral vellum soft body between two shapes using an animated rest blend. In my setup rest blend works for cloth but does not work when using tet soft-bodies. I've tried troubleshooting by tet conforming the rest blend target but this does not fix the issue. Is there a step that I am missing or is there a better way to accomplish morphing tet soft-bodies? VellumRestBlend_v003.hiplc
  19. Hi every one ive never posted before , im quite new to Houdini loving it I have a question if any one has any rough advise on how to do this sim apologies if it seems basic , just any general advise , thanks for your help and time , would love to hear some approaches , really want to try this out , thanks again every one Filmage 2022-12-07_120845.mp4
  20. I would like to ask about this kind of Vellum Simulation. For the past monht, I tried three kind of method before. 1. POP Curve Force 2. Pin to target Constraint using animated Curve Deform mesh. 3. Dragging the edge of the scarf to the moving point. But none of that was effective. I couldn't solve this alone, I really need your help. I look forward to hearing from you soon.
  21. Hi guys! I have a super simple question (I hope at least). I am using two different geometries and merging them together as cloth to dopnet. Inside the dopnet, I want to define different behavior (sturuts stiffness) for each geometry. It, unfortunately, doesn't respond, though. I just created very simple testing scene, so u can check properly what I am trying to achieve here. Can anyone help me with that issue, please? Thanks a lot, guys. dopnet_issue.hipnc
  22. Hello Is is possible to add more and more geometries, on each frame, to a vellum (cloth) simulation? For example, simulating copied spheres on particles of a POP-Network sim, as a vellum cloth geometry source. (I know it's possible to update the "id" in an RBD sim to do the same effect.) Thanks for helping. Vellum_01.hip
  23. Hi guys, I'm looking for a way to push these spheres outward and detangle them. I tried to use vellum, but it doesn't work. How can I fix it? Thanks for helping. Detangle.hip
  24. Hey there- I have this conveyor belt setup where i have some vellum hairs pinned to the rotating points. For some reason i get this bumpy behavior when i sim them and apply some forces. When i turn off "compute missing orientation" in the vellum hair sop it works fine but the hairs don´t get simulated so i guess it has something to do with the orientation. Would be super nice if some one could help me with this one Hip file is under the videos hairtest.hiplc
  25. Hello, I am studying muscle system, and prepared a setup with a cycle inplace walk animation for my creature. That way, everyhting worked fine. Next step i tried switching the old animation with a new one, running in space, much faster than before. The result now appears completely broken, seems like muscles cannot follow the bones promptly, they're remaining behind the bones and intersecting each other they are not able to deintersect. I just tried to: • increase the stiffness for muscle-to-bones and muscle-to-muscle constraints, in Properties Sop • remove all damping values, in Properties Sop • increase substep, in Solver • increase constraint iterations, in Solver • added velocity stiffness factor (fresh new property in 19.5.409), in Properties Sop • added velocity blend, in Properties Sop • enabled velocity blending, in Solver • increased velocity damping, in Solver None of them worked or gave acceptable results. Any tips on how can i fix it? Thanks Update: speeding the solver x2 faster seems to give better results, although still not perfect. Not sure this is the right path anyway.
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