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Found 274 results

  1. Hi I've been working on a personal project to learn some grooming simulation with houdini, but I can't make it work on my animated wolf. The wires just broke when they have to be simulating properly, I've tried a lot of things but nothing seems to work for me. If you know any solution please reply, I will be waiting for any type of information, thanks. hairtest_problem.hipnc lobito.abc
  2. Vellum Collision Problems

    Hello! I am trying to deepen my understansing of vellum by building the solver netowork myself. I have hit is very enfuriating sustuation were my character litterally walks out of her pants. When I use the sop based solver this dosn't happen. I am sure I am missing something but it seems most things I have tried are giving me the same result. I am using an almebic cache for the collider, and cloth geometry brought in from Marvelios Designer. I am using an collision source node to generate a vdb for collisions, and using a staticObject set to “Use Volume Collision” and “Volume Sample” for division Method. Here is what I am getting
  3. Hi, Having a problem using the vellum drape solver. I have several seams stiched together which is why I'm using it. But i want some external forces to affect this simulation. Is there something I'm missing about getting forces to affect this type of solver? It is fairly straight forward for normal vellum solve but not this one is seems?
  4. Hello. This is my reference. I want to create a saliva or slime effect using vellum. I tested it in two ways. But the first way the animation doesn't work in dopnet. The second method is that a single stem in the broken line is not affected by gravity. Attach the hip file here. Maybe it's a simple problem, but I don't know how to fix it... Please help me what is the problem. And please give me some advice on how to approach it similarly to that video. (Or, if you have related data, please share.) Thank you. vellum_test_help.hiplc
  5. Hi, Is there a way to do @disableexternal on each object individually ? I would like to disable it for one object but not the other. Thanks !
  6. Curling peel

    hey guys, how are you? i'd love to know a way to do this technique, I already know how to do the tear, but I can't curly every piece like that. anyone know how to do this? https://vimeo.com/396578224
  7. I want to make a sticky fluid like substance using the glue constraint in vellum grains, but is there a way to make the rest of the simulation behave something like a flip fluid. Does anyone have any ideas on how to accomplish this?
  8. Vellum Force/Impacts

    Hi there, I'm trying to acheive an effect in vellum that blasts holes in preTorn cloth. I'm relatively new to Houdini so have been following the Applied Rigids V where I created nice impact blasts of particles along a curve every 4 frames, but I really want a way to apply that force/velocity to my cloth. Any advice, ideas or alternative approaches would be greatly appreciated! Huge thanks, Al
  9. Hello, i come to you after several sleepless nights due to a matter i can't find a solution. Hopefully some of you may provide help. In my project i have one geo, replicated and simulated in vellum with "Instance on points" method: every 4 frames a new geo is created and the simulation starts. Now i have trouble point deforming the proxy simulated geo with the original geo, because Hi-res and Rest geos should appear exactly when a new proxy is created. I thought it would suffice a ForEach and something like a Birthid attribute to isolate every guy, but it seems i'm not able to make it work. Below the hipfile attached: i simplified it and replaced my original geo with a Rubbertoy; so don't mind too much attention to the shape of the proxy geo... now it's strange, but in my case it did the work. I really hope in some clarifications with the script, i'm stuck there. Thank you very much! pointdeform.hipnc
  10. Hey everyone, I'm trying to create a sim with a circle that's emitting particles from which I create curve trails that are then given string vellum constraints. Up until I add the vellum solver node everything works fine but once the display is set to the solver my geo is no longer visible. I'm not really sure why this is - I'm wondering if it could be to do with the constant stream of particles and there being no real ‘start’ and ‘end’ to the wires? I'm still pretty new to Houdini so there's probably a smarter way of building this, I've attached my file if you've got the time to have a look. Any help would be appreciated. Cheers Vellum_POP_Test_01.hipnc
  11. Hey fellow magicians, I am struggling to find a way to remove intersections on a bunch of scattered and randomly rotated primitives that are not spheres. I am trying to create a set up where a series of repeated elements are scattered in a volume and pushed away from each other just enough to remove intersections between them. So far I have tried to get this effect working through vellum colliders, popgrains, and rbd as well as trying to fake it through Spheres from VDB compenent. My main issue working with particle sources - it doesn't give me enough control over element distribution. This is why I am trying to find a way to generate the geo first and remove overlaps second. Nothing is working, I feel like this should be a pretty straightforward setup but I am not sure what would be the best approach to it? Any tips would be amazing! remove-intersections.hipnc
  12. Hi here so my subject is : Inflate and Pop a geometry ( Like the pig head) I'm feeding a remeshed pieg head with Pieces generated with a edge fracture into a Vellum cloth. Then i add a Vellum Weld and a Vellum pressure to sew the pieces and inflate the Pighead. Inside the Vellum solver i animate the Rest Lenght Scale to inflate the balloon. Now i'm trying to break it : I start playing with the Breaking Thresholod in the VellumWeld : i try different values but i'm not achieving what i want. So i create a vellumconstraintproperty in Vellum Solver and animate with Breaking Thresholod value. it's stay at -1. so it's not working at all. I told myself, i could animate a map or a group ( Like with RBD) and destroy the constraint inside the vellum solver. that would give me a lot of control but that's not working either ( or i dont manage to build something ) And i a saw some Entagma's Video and this but i'm wondering if i could have more control on that Any idear ? Have Nice day all !
  13. Hi everyone, recently i had a look into vellum and tried to make an emitter of soft objects colliding each other as they go. I know it does exist the setting "Emission type: continuous" which generates a copy of your geo and constraints periodically, and it works like a charm when you basically just want them to fall one over another. But this system seems not to be affected by external velocity, as for example do does a simple setup of multiple rbd objects. I was particularly interested in this because i want my objects to move with a random velocity, in a certain direction, within a cone angle; and i set all these properties in an AttributeRandomize at sop level. So, is there a way to feed this external velocity into dopnet, like you do with inherit velocity in rigid bodies? Plus, i know there are several methods to emit multiple rigid objects, using Packedobj and PopSource or the SopSolver and Rigidbodysolver combined with Multisolver. They seem clear and simple as hell, isn't there a way to make a similar process into a vellum driven dop? Attached below the hip file, with two examples of multiple rigid body emitters, which i can't replicate with vellum. Hope it helps. Oh, and i suddenly thought about vellum, but if there is another smarter method to do this (ie FEM...?) please let me know! Many thanks emitting_multiple_vellumobj.hipnc
  14. Vellum internal pressure

    Hello guys, I am learning Houdini, so I decided to make a small project to get me going. I throw what will be a transparent bubble against a surface, by I expect it to have internal pressure and try to retain it's shape just like a balloon. Right now I managed to do everything, but the sphere collapses at impact and refuses to maintain the spherical shape. I want to shoot that sphere against the shape and have it bounce without collapsing. So, like it would contain water inside...like a water balloon. I took this for granted cause in Cinema 4D it's a 1 click solution almost. But in Houdini I might be missing something. Houdini file attached in case someone wants to take a look. Thank you! 07_houdini_rbd_vellum_mix.hiplc
  15. Random vellum pressure

    Hey ! I am trying to learn how to achive this kind of effect ! Do you have any idea / tips how to achieve something similar with vellum pressure controlled by an attribute that "inflate and then deflate" with this kind of random poping effect a grid shape like this one ? Credits : https://crea.st/Balloon-2019 Thanks in advance !
  16. I have a spherical object that gets hit on one side by another spherical object and that results in the opposite side of the mesh getting pushed out as well, is there any way to stop this? It's a vellum balloon configuration.
  17. Problem in Vellum!

    Hello I want to simulate the stretch of the fabric in the music cassette, but unfortunately it is not accurate. What should I do? Please provide a suitable solution. Line Dynamic Cassette.hip
  18. Hey, here's a project I've been working on for a long time, procedural Jellyfish with procedural animation based on source points. Please let me know how I can improve this. DHR
  19. Finished my first tutorial, hopefully you find it helpful learning Houdini!
  20. Vellum hair thickness problem

    Hi, I'm trying to make some thick tubes with vellum hair. Later with redshift i'll render the splines as tubes. So far everything works, but when i specify the thickness of the hair, i realize that the actual collisions are not as thick as i want. If i activate the visualization, they look as they should in the first frame, but as soon i start the simualtion the thickness collision shrinks down, so when i render the splines with my desired thickness, there are intersections. Can you help me with this one? Thanks! They look properly in the first frame They look like this after simulation has started
  21. [See bottom post for explanation on how I solved this issue!] Hey guys! I'm having some issues in connecting a piece of vellum cloth that has vellum strut constraints inside of it at the end of a vellum hair constraint. The idea is to simulate a piece of debris stuck to the end of a wire dangling around colliding with things. The setup works in the sense that they are connected and moving together, however my issue is that the piece of cloth seems to be given unlimited spin as soon as the constraints holding the strutted cloth piece to the deforming geo of my RBD sim are removed. It keeps spinning out of control and I have run out of ideas on what might be causing it or how to mitigate it. So far I've tried: Progressively upping the constraint iterations as well as the substeps (I am now at 10 substeps and 1500 constraint iterations) Pop drag Pop spin drag Custom vex drag on v as well as w and Pop speed limit As far as I can tell by looking at the orient attribute visualized the hair geometry (after sim) remains fairly calm and stable and the cloth is what is introducing all the motion. The best results I saw were using the pop speed limit with very high numbers and even then the best it could manage was to make the behavior happen in slow motion instead of actually stopping it. Has anyone of you had any kind of experience like this? If so I would love to hear about it, especially if you managed to solve it! I've added a short video file of a flipbook showing the issue. I have also added my hipfile as well as the caches needed to run it, I tried to go over all of the file nodes to re-path the caches but there might be some that I missed I realize now. Here is the link to the RBD sim cache I use as a collision if you want to try the full sim (note that the cache is around 5 GB): https://drive.google.com/drive/folders/1bjnrcHzUBgRdpwfgxu97RZ7m7SeBOsQx?usp=sharing Thanks for the read! Stay safe out there! Vellum_Hair_and_Cloth_Issue.zip 2020-07-21_19-35-16.mp4
  22. Hi, I have some issues with Vellum Hair. With the Attach to Geometry constraint I can't found with wich attribut vellum activates the breaking. I would like to break my constraint when my points turn red. I don't want to deactivate the constraint on each point simultanitly. I have try to use a Vex Expression in the Vellum Constraint Property but I can't control the Breakthreshold attribut per points. Do you know any way to do this ? Thanks Hair_vellum_TO_DEBUG.hip
  23. Hello; After I watched this video: "Battle Worms, Birds, and Big Blue Beings | Ahmed Gharraph | Houdini HIVE Worldwide", I tried to create a pile of worms like what I saw in that video: But here is what I made: To animate the worms I tried to apply a sinusoidal wave velocity force to them using a "SOP solver" in Vellum DOP, but the motion of the worms is unnatural in my scene. Can anyone help me to fix the problem? Thanks for helping. Worms_01.hip
  24. Hello, Does anyone know why I can't get the target path functionality of vellum attach to geometry constraint to work? I can get it to work using the 3rd input to vellum cloth method, but I need to use target path. Bug? Please see attached hip. (h17.5.229) Thanks, Dean. vellum_attach_v1_2.hip
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