Popular Post Atom Posted January 14, 2016 Popular Post Share Posted January 14, 2016 (edited) Hello Everyone, I put together a short video tutorial on how to use the particle system to break glue bonds that are holding together fractured geometry. You can view the video here: I have other videos posted in this link as well. http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Edited January 14, 2016 by Atom 9 1 Quote Link to comment Share on other sites More sharing options...
michael Posted January 14, 2016 Share Posted January 14, 2016 nice! when you write the wrangle @9:15 you can create that parameter by clicking the little icon on the far right of the textbox - it has a little "+" Quote Link to comment Share on other sites More sharing options...
alksndr Posted January 14, 2016 Share Posted January 14, 2016 Really nice, I liked the pace a lot Quote Link to comment Share on other sites More sharing options...
cgcris Posted January 18, 2016 Share Posted January 18, 2016 Nice tutorial, thanks! Quote Link to comment Share on other sites More sharing options...
Atom Posted April 24, 2016 Author Share Posted April 24, 2016 Hello Everyone, I have put together a short tutorial on how to fill a font up with fluid. You can view it here. ap_fluid_letters_1g.hipnc 4 Quote Link to comment Share on other sites More sharing options...
Atom Posted May 31, 2016 Author Share Posted May 31, 2016 (edited) I have created a new tutorial on the topic of cloth. How to use Houdini like Marvelous Designer (kind of). This is my longest tutorial yet, almost an hour, but there are some repetitive processes in the middle (12:30-23:30) where I am creating groups for all the pattern edges that you can skip and not really miss any of the lesson. I am attaching a ZIP file with the garment patterns I use in the video as well as the finished HIP file if you just want to check out the completed scene. ap_cloth_tutorial.zip Edited May 31, 2016 by Atom 8 Quote Link to comment Share on other sites More sharing options...
michael Posted May 31, 2016 Share Posted May 31, 2016 thanks! just a note: have you looked into the Trace SOP? it might make the pattern building a bit faster Quote Link to comment Share on other sites More sharing options...
Atom Posted May 31, 2016 Author Share Posted May 31, 2016 You're welcome. I have used the Trace SOP before, for logo creation. But it might be worth trying out on a new outfit. Quote Link to comment Share on other sites More sharing options...
michael Posted May 31, 2016 Share Posted May 31, 2016 some more suggestions from the folk over here at SideFX turn on "Create Ordered" on the Group SOP, instead of having to re-copy the point numbers for every group. 'Attach To Body' shelf tool to attach the top of the skirt to the body. Quads is the easiest way in Houdini. You can use a triangle mesh as well, but then I recommend providing uv's (materialuv attribute) for the best quality. If you use triangles without uv's, you're not telling the solver what the weft and warped directions of the cloth are. keep up the great work 1 Quote Link to comment Share on other sites More sharing options...
Atom Posted June 1, 2016 Author Share Posted June 1, 2016 (edited) Thanks for those tips! I just tested Create Ordered groups and that solves all the cross-stitching problems I was having, now I can use group names directly in the Stitch Constraint node. I even filed a possible bug report with SESI. They told me the field was not designed to accept groups, only points. Hmm... Quote > Side Effects Support Ticket: #35907 > > Hello, > > The stitch cloth tool does not accept pre-made groups. It expects an > ordered list of boundary points that defines one end of the stitch seam. > > You need to select the points when invoking the tool. > > Cheers, I have not yet explored the UV side of cloth yet but I noticed the weft and warped terms in the help card and the mention that you don't actually need UVs if you use quads. Edited June 1, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
Guest tar Posted June 1, 2016 Share Posted June 1, 2016 If you depack the Stitch Constraint - you'll see that the anchor nodes have fields named 'point groups'.... Quote Link to comment Share on other sites More sharing options...
Mandrake0 Posted June 12, 2016 Share Posted June 12, 2016 made a quick test and i have a trouble with the high res mesh it doesn't connect like the proxy mesh. i miss something whats the best solution? cloth_example.hipnc Quote Link to comment Share on other sites More sharing options...
Guest tar Posted June 12, 2016 Share Posted June 12, 2016 4 hours ago, Mandrake0 said: made a quick test and i have a trouble with the high res mesh it doesn't connect like the proxy mesh. i miss something whats the best solution? cloth_example.hipnc Your file is working fine here in H15.5.504. What is the issue you are seeing? Quote Link to comment Share on other sites More sharing options...
Mandrake0 Posted June 12, 2016 Share Posted June 12, 2016 (edited) sorry marty it's my fault, my explanation isn't that precised. the constrain of the low res simulation isn't the same as on the high res mesh. i want that the same connection of the low res mesh is transfered on to the high res mesh so i get one uniform mesh. at the moment they are not connected together. whats the best way to solve this? i know a way with some vex code to connect the cloth sides together but i don't think that's the best way for do this. EDIT: add my simple workaround. (same filename) cloth_example.hipnc Edited June 12, 2016 by Mandrake0 Quote Link to comment Share on other sites More sharing options...
Guest tar Posted June 13, 2016 Share Posted June 13, 2016 (edited) So you'll need to set the edge values as in this post: Edit: I think this is a really good Rfe! It would be cool to send into SideFx. Edited June 13, 2016 by tar Quote Link to comment Share on other sites More sharing options...
Mandrake0 Posted June 13, 2016 Share Posted June 13, 2016 made a RFE. Quote Link to comment Share on other sites More sharing options...
pxBomber Posted June 14, 2016 Share Posted June 14, 2016 Hi Atom, Thumbs up! just sow the first tutorial. And it's awesome! I think it's almost like a benchmark for the others: everything well prepared, no hesitations, no errors no illogical verbal soup around the information's. If payed tutorials would looks like this I will probably watch them all. Just jumped recently to Houdini (1 month) from Maya (12 years) and it's really pain to found a tutorial with some decent pace. So just want to thank you for your effort - I know it's not easy to have everything sorted out and speak to audience. Cheers. Quote Link to comment Share on other sites More sharing options...
Atom Posted July 1, 2016 Author Share Posted July 1, 2016 Thanks for the feedback and encouragement. I'm glad others find the tutorials useful. I'm still learning Houdini, myself. I have put together another short tutorial on how to attach a mesh based head to a mesh based body with similar topology. The development thread and original question which lead to this video as well as the OBJ file for the body (inside the posted HIP files) can be found here: 1 Quote Link to comment Share on other sites More sharing options...
Atom Posted September 11, 2016 Author Share Posted September 11, 2016 I have put together a short video that demonstrates how to setup a FBX subnet for use with the built-in Pose Library system. Thanks to Michael for explaining how to promote internal subnet controls up to the top level to make them compatible with the Pose Library. I am attaching the python script so you don't have to type in the code that is displayed in the video. Also, this ZIP file contains the Make Human Motion Builder rig that the python script bone names reference. You can drop the data/rig folder in your Make Human install folder to make these new rigs available for export from Make Human. I have also included the Unity and Unreal rigs as well. pose_library_prepare_script.zip 2 Quote Link to comment Share on other sites More sharing options...
Atom Posted October 1, 2016 Author Share Posted October 1, 2016 I have put together a short video that shows how to form particles on a surface then shake them off into the world. I call it Surface Condensation Shake Off. ap_surface_condensation_shake_off_TUT_END.hiplc 5 Quote Link to comment Share on other sites More sharing options...
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