Jump to content

Search the Community

Showing results for tags 'vellum'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 121 results

  1. Hello, I have been trying to add a point to a vellum hair in DOPS using a SOP Solver so I can than later break it. I have not found a solution to this problem. Has anyone had this issue and solved it? Also I have been trying to remove points from a vellum hair. I t works well, but not when I use a Vellum Source Instance on points. Thankx delete_points.hip
  2. Entagma's "Connect the Yarns" in Vellum

    Hey there! I was wondering if anyone here know if this wonderful tutorial from Entagma can be replicated in Vellum. Any help would be appreciated! Thanks in advance!
  3. Vellum Balloon Solver

    Hey guys, Im new to Houdini and I'm struggling to use the vellum balloon node, I've animated a fur ball falling and in the end is gets squashed by a box that falls in it. I want to then use the vellum balloon to inflate the fur ball again as shown in the sideFX website : https://www.sidefx.com/docs/houdini/shelf/vellumballoon.html please any help would be more than appreciated
  4. Hi there! I have this problem I need to fix. I imported a fbx animation that has 375 frames and need to chop like a lot, just need from 320 to 375 for making one of the objects a vellum grains of another kind of grains. Im new to Houdini and Im dealing with a lot of doubts like doing this. Is there a simple way? The thing is, when I try to simulate this object it starts from frame 0 and all those 300 frames are not needed. Other way I could make this out is enabling the vellum solver at frame 320 but that is something Ive been having problems with too! Please if anyone could help me out here it would be awesome, there's so much about Houdini I want to learn !!
  5. So, I'm still learning the ropes of Houdini. I have been following a series of YouTube tutorials on vellum cell replication (https://www.youtube.com/watch?v=rIog_V8kv4Q) and I've got to the 45 min on this second tutorial, and I am now insanely stuck. I realise in my scene vs in the tutorial the gap between the left and right cell pieces I don't have as large a gap. I think this is what is causing the sim to go bonkers as I think despite everything in place so far the geometry is colliding. I'm just not sure on how to prevent this/how to increase the distance between the left and right side so the geometry stops colliding and ruining the whole sim. I have gone through every node time and time again, and as far as I can tell I have followed the tutorial EXACTLY. My end goal is to create an embryo (only on basic cell division level) and its literally doing my brain in. PLEASEEEEE HELP ME!!! Thanks! (Have attached scene file, so you can probably tell me alllll about the glaring error I've overlooked haha) cellsofvellum07.hipnc
  6. Vellum use imported restscale attribute

    Hi all, I can not get my vellum sim to use an updated restscale attribute. It is animated on sop level (see image 1) and merged into the sim in a sopsolver with Data Name set to 'ConstraintGeometry' (see image 2). The animated attribute is in the sim, but it is not used. I attached a simple example .hip. vellum_restscale_import.hiplc
  7. Hello, Is there any way to paint the restlength parameter on vellum cloth constraint? I tried assigning "restlength" attribute using wrangler node, but vellum solver doesnt seem to read it. I am trying in SOP btw. Thanks!
  8. Hi Everybody, I've got a few (hopefully) quick question about Vellum Constraint Attributes! So I'm basically using the vellum grain solver, with a custom constraint network made in SOPs. I've been able to get what I think is correct behaviour by adding my own attributes for "type", "restlength", "stiffness", "compressstiffness" e.t.c However I noticed that there are some attributes that the Vellum Solver seems to add, such as "pts[]", "stress", "L" & "typehash". Not a problem so far, except when I add a SOP solver to my DOPs to dynamically add constraints these attributes are missing. I've been able to get my constraints to work by correctly setting the "pts[]" attribute, however do I also need to be working out the "stress" and "L" values? Are "stress" and "L" influencing the solver, or are they more like data out attributes? Finally, do I need to worry about the "typehash" attribute? I can't easily upload a scene while I'm at work but if you guys think it will help explain my situation better I can do it when I get home! Thanks in advance! M
  9. Hey there, The question, I have a vellum grain sim that I want to export and use in cinema 4d. I have tried exporting it with an alembic but nothing shows up in my viewport. It's a pretty big sim around 6 mil particles. Any ideas? Thanks
  10. Vellum Hair Stiffness Falloff

    Hi, I'm working on some hair simulation for a groom setup using the grooming tools. I've been trying to get a stiffness falloff working so that the hairs are very stiff at the root, but become less so at the tip of the hairs, but haven't been able to get anything that works yet. Ideally I'd like to be able to put a ramp gradient along the guide curves that can then be multiplied against the bend and stretch stiffness values. Is this an approach that could work? Or should I be trying to adjust the constraints instead? I've attached a sample scene using a sphere with a gradient multiplier along the curves that I'm trying to get to work. any insights would be very appreciated! furStiffness.hip
  11. Adrian Meyer's Cell Split Hair

    Has anyone done Adrian Meyer's cell Replication tut & been sucessful adding the hair? I've tried a few ways but can only get the hair to work on one side of the split. https://vimeo.com/329020210 Thanks guys
  12. Vellum Sim With Changing Point Count

    Hey guys, I've tried many different ways, but I can't seem to find any stable way to run a vellum softbody simulation with a object (in my case a meshed vdb advection growth) with a changing point count. I've tried brute force with a solver SOP to run over it every frame, but with no luck. Would love to see you guys tackle this. Cheers! -Isaac
  13. Ran into an issue while learning DOPs. After having setup Vellum in SOPs I'm trying to import the setup in DOPs. At first everything is fine and dandy, but if there is a Transform added to the geometry on object level then only the GEO that's imported into DOPs network is updated. The Constraints are still in their original position. Is it possible to update Vellum constraint location when the object node is transformed? Adding a basic example file with the issue. test.hipnc
  14. Vellum fiber constraint

    Hi all, I have 2 questions regarding the new vellum fiber constraints. 1. In the 'whats new in 17.5 houdini demo', they show a fiber groom tool (modified fur groom tool with fiber options), which actually doesnt exist. Not sure if its my install, but there is no info on it on help as well. Any one got to try that? 2. I want to multiply the stiffness attribute in the Vellum Constraint property DOP with an animated value coming from another SOP. I tried binding the external SOP to the Input3 and tried accessing it in VEX eg: stiffness = fit(@opinput2_curvelength,0,2,0,1000); curvelength attribute is changing every frame, but its doesnt seem to get picked up. Any ideas on how to access an animated sop value? Thanks!
  15. vellum dynamic constraints

    I have basic tentacle-type setup, that's what I'm going for anyway... I'm creating dynamic constraints from a cluster of vellum points that are pinned to some SOP animation, and attaching to some vellum softbodies with no pinned animation. Done using the 'attach to geo' option on the vellum constraint DOP. The constraint creation is working, but I want the soft bodies to get pulled into the points that are creating the dynamic constraints (like tentacles pulling something in). I've tried by manipulating the rest length, but that doesn't seem to have any effect. Anyone know how to get this to work? Thanks! vellum01.hip
  16. Part of FEM Object

    Hello. I want to know is it possible apply FEM effect to part of animated object? I can do it with Vellum with simple VEX and paint or color node(With paint white-black to geometry): int @stopped = 1; int @gluetoanimation = 1; if(@Cd.r == 0) { @stopped = 0; @stopped = 0; } But when im done with Vellum, the result does not satisfy me(cause im noob of noob of Houdini, I do not fully understand the parameters of Vellum) Can i use same or similar way with FEM?
  17. Embed Highres for Vellum

    Trying to simulate some vellum softbodie and wondering if there is a way to do the simulation to a lowres mesh and applying it to a highres one. Like the embed highres object for FEM. Thanks!
  18. 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!
  19. 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
  20. 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!
  21. 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
  22. 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,
  23. 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?
  24. 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
  25. 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.
×