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Found 161 results

  1. 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
  2. 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?
  3. 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 !!
  4. 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
  5. Hello; In a vellum simulation, I have a cloth and a collider object. I need the cloth slide on collider very easily (near to zero), but I don't know how to control friction. I set friction to zero, on vellum solver, but it doesn't work. Thanks.
  6. Hi, Anyone knows a good way to deform groom using sim curves? as guidegroom deform doesn`t seem to work for me and pointdeform has some other issues. Do I really have to sim low res curves and then apply hairgen for full res? Problem is that i have my groom done already and want to sim approx 10% of curves and only the long ones and deform my groom by those curves. Obviously I can`t acces Furtility, so is there any other good way using Houdini to do it? Thanks Here is the simple example of what I`m talking about: groomDeform.hip
  7. Hi; In a simple "vellum cloth" sim, I attached the cloth to a geometry. As you can see in the image below, there is a bump in the middle of the cloth that shouldn't be...! How can I remove that bump? Thanks for helping. Vellum.hip
  8. Hi; To modify the attributes of the points, in a Vellum simulation, I add a "Point Wrangle" before "Vellum Cloth" SOP, But it doesn't work. Is this a right way to modify vellum points sim? Thanks for helping.
  9. I have a character has some Ornaments on his body. How can i simulation this.what is the best for doing this vellum or wire solver?
  10. vellum paper

    I want to simulation papers use vellum; But as you see the simulation ignore thickness; How can I fix it?
  11. I have this sphere vellum emitter that makes a sphere every 15 frames. Now they are ok but I want every new sphere emitted to get like 0.1 larger every frame for example. VellumSpheres.hipnc
  12. Hy guys, I would like to simulate an air bubble inside a rotating bottle.. Results with vellum are not successfull.. Any hint? Thank you.
  13. Vellum grains

    HI Houdini Guys, Does anyone know , how to add random mass to vellum grain clumps, so that the bigger clumps falls fast. "context is that is that a creature comes out of ground and i need to add mass for the clumps, which is done with vellum grains." i tried using drag with mass option. but that did not work. sorry i cant share any hip file, Thankyou!
  14. Point Deform and Dopnet

    Hello, I'm running through an issue since I'm still learning and some points remain uncertain, I need some tips and advices for this. I have a setting with a vellum object, I'm using a dopnetwork instead of a vellumsolver. Inside my dopnetwork I have a source node to generate multiples objects over time, eveything is fine, but my question is, can I use a pointdeform with such configuration? it seems that it doesn't work for an unknown reason. I already used a point deform while using a dopnet and it's working great, so I can't figure out where my issue is. How to say to the pointdeform it has to take the information from the source node inside the dopnet? hope it's clear, Thanks
  15. Vellum-popnet issue

    Hi houdini nation! Can I have any advice? Im trying to make animation of 5 testing geometries which are coliding between them selves. The position and rotation is defined by popnet, but when I connect it with vellumcloth, it doesnt use any animation data, even if I set Match animation in vellumCloth node. Can u help me pleas fix this issue? Thank u so much for any advices. issue.hip
  16. Hair Guide Transfer Issues

    Hey guys, I'm still fairly new to Houdini and I am trying to make a hair sim for a character on a short film I'm on. I have created my groom on a static mesh of the character and I want to transfer it to the animated mesh. I've imported an alembic cache from Maya, matched topologies with the static mesh, cached that matched mesh out, then brought it back in. I want to transfer the guides to this newly cached mesh, but when I use the guide transfer node, it creates multiple instances of my groom and scatters them around the space. I have also tried the vellum constraint option "attach to geometry" with only the root points selected, hoping the rest of the curves will follow but only the root points moved. Not only that, but they didn't spread across the mesh to their correct position. At this point, I'm not really sure what to do anymore. Any recommendations are welcome. I can attach the file too but I'm not sure if that would be much use since you would need the cache files too.
  17. Hello all, A mocap actress walks catwalk style and turns around, walks backward, back and forth a few times. I'm so close to getting this to look very realistic but I am having trouble with self collisions bunching up the fabric. I attached an image of what my result issue looks like and the parameters I'm using. If it's not any of these causing it, could it possibly be my pin to animation constraint? It's the straight-forward Grouping Pts to pin and pinning to nearest on mesh in Permanent setting. Thank you for any advice. Sadly, I can't share the project file.
  18. Vellum - Breaking / Shedding Hair

    Hello everyone, I've a project where i want to simulate some hair with vellum. The hair should break and fall to the ground over time but i can't get it to work properly. As you can see in my simple example, the breaking is working for the guide hair just fine but resulting in a misbehavior when it comes to hairgeneration itself. The vellum sim is somehow not correctly transferred, resulting in the hair just dissolving... I tried a vellum hair sim without the breaking before and it is just working fine, so i really don't know where the error comes from. I attached a simple example of what i tried; any help is much appreciated Test_Vellum_Groom_simple_hair_drop.hiplc
  19. Hi, I am trying to achieve a similar effect of flag simulation with a stitched mark like in the videos below. playing around for few days with no luck as I have very little knowledge about vellum solver. Can someone please point me to the right direction? Few tips and tricks would be much appreciated.
  20. I want to replicate effect from this post https://www.instagram.com/p/B21fsianHMu/?utm_source=ig_web_button_share_sheet So, my idea is to break vellum by Weld Points and it's working as expected. But I can't find the way how to fracture sphere by equal vertical stripes. I made two spheres, one is original and second is nurbs and try to use Edge fracture, but it fractures not in equal peaces linefracture.hiplc
  21. Paint Flakes in Vellum

    Hi all, I have seen the Paint Flakes in Houdini by pixelninja, he made a really great FX I try to download the file to study it, but the file is too old, cloth object and FEM is not work anymore so I try to fix it in Vellum, but I have not much idea about the Vellum, please may I know who can help? paintFlakes.hipnc
  22. I am doing a simple "Flag" asset with materials , texture and object embedded. All work nicely except for the "POP wind" node i place in my vellum solver which disappear when i bring the digital asset. All the rest works without a problem. What am i doing wrong?
  23. Vellum Custom forces

    Hello, Can you please help me? I have a custom vortex force and I would like to apply it to vellum solver. How Can I do that? Thank you Gabor
  24. Vellum and Pyro - Two way Interaction

    Any ideas on how to make the smoke influence the cloth sphere while the sphere influence the smoke? Scene file is attached. Thx Any RnD_0100.hip
  25. Hi, I am a beginner level Houdini user and I am trying to accomplish an effect where I grow curves from source points on an object that are dynamic and respond to collisions/forces. An effect similar to this I found some really helpful things on cgwiki (here http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Grow_trees_with_particles ) dealing with grains, but I can't figure out how to have my curves grow from my source points while remaining attached. Anyone know a way to accomplish this effect?
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