Houdini vellum edge threads details - Tutorial

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  • เผยแพร่เมื่อ 3 พ.ค. 2021
  • Simple setup to add edge threads to a Vellum simulation in Houdini.
    More videos @studiokonkret9351 www.studio-konkret.se

ความคิดเห็น • 62

  • @esbenoxholm
    @esbenoxholm 2 ปีที่แล้ว +2

    hey linus.
    Thanks for breaking this down. Super helpful.

  • @evmlionel
    @evmlionel 3 ปีที่แล้ว +2

    thank you linus! always excited when you share insights (:

  • @firnekburg4990
    @firnekburg4990 2 ปีที่แล้ว

    Oh man this was so cool! Thanks a lot!

  • @showcomdigital346
    @showcomdigital346 2 ปีที่แล้ว

    very cool...I like the green spikey lizerd

  • @thehasen6037
    @thehasen6037 3 ปีที่แล้ว

    Thanks for sharing!!

  • @anxhelo7383
    @anxhelo7383 2 ปีที่แล้ว

    thats so amazing .

  • @massimobaita7178
    @massimobaita7178 ปีที่แล้ว

    Thank You very much!

  • @philippwelsing9108
    @philippwelsing9108 ปีที่แล้ว +1

    Soooo good. Thank you!

  • @Ha.jamshidi
    @Ha.jamshidi 2 ปีที่แล้ว +1

    helped me a lot, thank you 🙏🙏🙏

  • @martinmenso6671
    @martinmenso6671 2 หลายเดือนก่อน

    I was wondering how did you apply this sim to for example the side of a sofa. Did you sim the whole sofa? And I can't get the vellum to be still before the tearing? Thx

  • @BongbokCG
    @BongbokCG ปีที่แล้ว +1

    🔥🔥🔥🔥

  • @youngk2495
    @youngk2495 3 ปีที่แล้ว

    its great

  • @albertobonannicreativestudio
    @albertobonannicreativestudio 2 ปีที่แล้ว +1

    Extremely useful and explained thoroughly. I achieved the result I wanted, now how would proceed if you wanted to export the curves ? I guess I should only keep the point attributes at the end

    • @linusrosenqvist9145
      @linusrosenqvist9145  2 ปีที่แล้ว

      I guess that depends on to where you wanna export it. But overall it shouldn't be a problem

  • @linusrosenqvist9145
    @linusrosenqvist9145  ปีที่แล้ว +1

    Seems like some people miss the time shift at aprox 20:00 in the video. Without that the group combine stuff wont work, the timeshift should just be set to first frame

  • @Sk8oorDie
    @Sk8oorDie 2 ปีที่แล้ว

    Thanks for this one!
    But if i thicken the geo in vellum-postprocess, the new side-faces are not shaded anymore. is there a way to set a color on them afterwards?

    • @linusrosenqvist9145
      @linusrosenqvist9145  2 ปีที่แล้ว +1

      Yeah, you get output groups from the post process so you both have a side, back and front group so it shouldnt be that hard to add colors/textures to them

  • @Overalgu
    @Overalgu 2 ปีที่แล้ว

    Amazing tut! Really well explained
    managed to follow along and got a great result, but i got a question
    The noise you use at the end to give it displacement is sampled at its current position, so it swims when moving
    how did you deal with that? since you cant have restP because the topology changes

    • @linusrosenqvist9145
      @linusrosenqvist9145  2 ปีที่แล้ว +1

      Good question, have to go back and look since it was a while ago.

    • @Overalgu
      @Overalgu 2 ปีที่แล้ว

      Thank you, I was trying all day and couldn't find a way to make it work

    • @linusrosenqvist9145
      @linusrosenqvist9145  2 ปีที่แล้ว

      @@Overalgu So just looking over it briefly I think you could use a rest based on the id if the points and then add the curveu to one of the components. That would give you a stable rest. I think I actually just had it deform when it moved since it was so fast anyway

  • @fabiosobrin6648
    @fabiosobrin6648 2 ปีที่แล้ว

    Would be cool to know how you went about doing the dynamic hairs

    • @linusrosenqvist9145
      @linusrosenqvist9145  2 ปีที่แล้ว

      Yeah I get that, didn't have time to cover everything without the video getting to long. Basicly it was lines that was on the same position as the other geo but had collisions turned of until stuff broke

  • @f4ressss
    @f4ressss ปีที่แล้ว

    does anyone have a hipfiles for this tutorial ? am stuck on the edgethread point part

  • @iLearnHoudini
    @iLearnHoudini 2 ปีที่แล้ว

    Thanks for this amazing tut, is there any plan to share how to render this in decent quality? :)

    • @linusrosenqvist9145
      @linusrosenqvist9145  2 ปีที่แล้ว

      Hi, Sorry not at the moment. But there is really not that much to it, the strains can pretty much be a solid color with some randomness

  • @user-sx9mw3fz9e
    @user-sx9mw3fz9e ปีที่แล้ว

    Hello, I would like to ask a question. I encountered a problem at 21:35. After adding the color node, I found that the first frame was still a normal edge, and the second frame began to appear like a messy snowflake. I don’t know how to solve it. I checked the previous nodes and found no problems.

  • @martinmenso6671
    @martinmenso6671 2 หลายเดือนก่อน

    How do I render or make the threads edges into a mesh I can render in redshift? thx

    • @martinmenso6671
      @martinmenso6671 2 หลายเดือนก่อน

      I can use a polywire but I feel like that is a wrong way to do it?

    • @linusrosenqvist9145
      @linusrosenqvist9145  2 หลายเดือนก่อน

      @@martinmenso6671 Polywire, sweep or just set it to render as tubes in the redshift object settings

  • @Moctop
    @Moctop 2 ปีที่แล้ว +1

    I don't know what I'm doing wrong but setting up the outer group with attribute copy just doesn't work here, H19.
    I understand the concept but the id attribute gets scrambled and does not match on each branch.
    Spend probably an hour looking for the issue and repeating the steps with no success.
    EDIT: Finally found it..didn't go back far enough in the video to catch it but you clearly said to uncheck "Apply welds" in the VellumPostProcess and I missed it.

    • @linusrosenqvist9145
      @linusrosenqvist9145  2 ปีที่แล้ว

      Sorry to hear that, might be something with h19 but cant really understand what that could be. If it doesnt work out I can look at your hip file when I have time (quite stressed out atm)

  • @Joker-oq6pm
    @Joker-oq6pm 7 หลายเดือนก่อน

    Funk you too😊

  • @westex13
    @westex13 ปีที่แล้ว

    On 9:14 you created a vellumobject but in my version i dont get the initial geometry and initial constraints filled in. When i try to type what you have i get an error

    • @philippwelsing9108
      @philippwelsing9108 ปีที่แล้ว

      Here's what you need to do: Cut the connections to the DOP Net inputs off again. Instead, put two NULL nodes after the VELL CONSTRAINTS node: One left (geo stream), one in the middle (constraints stream), and you might also want to put a NULL at the end of the tube collider already. Dive into the DOP Net and link the VELLUM Object to the NULLs you created: Choose the geo stream NULL under "Initial Geometry" and the constraints stream NULL under "Initial Constraints". Same later on for the collider geo SOP.
      Hope this helps,

    • @InternetDD
      @InternetDD 10 หลายเดือนก่อน +1

      @@philippwelsing9108 Thank You so much!

  • @zhaoh9607
    @zhaoh9607 2 ปีที่แล้ว

    Hello, Mr Linus. I have a problem here at the "attribcopy" node. I'm houdini2019. Follow the same manufacturing method. I found it impossible to extract the edge line after the cloth was torn. Because the sequence of points will be topologized again after the cloth is torn. How can I extract the torn edge?

    • @linusrosenqvist9145
      @linusrosenqvist9145  2 ปีที่แล้ว

      At what time, was a while ago since I did this and cant really find it when I scroll through

    • @philippwelsing9108
      @philippwelsing9108 ปีที่แล้ว

      @@linusrosenqvist9145 Same problem here. The issue with different point numbers is not existing any more. If we build it like this, "combo" will always be "0". So no edge group for us. How can we proceed here? Thank you so much!

    • @linusrosenqvist9145
      @linusrosenqvist9145  ปีที่แล้ว +1

      @@philippwelsing9108 Do you know at what time in the video, was a couple of years ago that I made this

    • @philippwelsing9108
      @philippwelsing9108 ปีที่แล้ว

      @@linusrosenqvist9145 Sure! The issue in question starts around 19:30. SO glad you're helping out. :)

    • @linusrosenqvist9145
      @linusrosenqvist9145  ปีที่แล้ว

      @@philippwelsing9108 sure thing, doing my final days on a project this week so kind of stressed atm but will look into it as soon as I can

  • @TroubleShotVFX
    @TroubleShotVFX 2 หลายเดือนก่อน

    It's just so much. Hundreds of steps. Way too much. I don't think I'll ever just KNOW how to do this from memory.

    • @linusrosenqvist9145
      @linusrosenqvist9145  2 หลายเดือนก่อน

      You don't have to, it's about learning the concepts not each individual step or node

  • @lotuseaters
    @lotuseaters ปีที่แล้ว

    cant you just scatter directly on the edgegrouptocurve then use xyzdist to get hitprim and hituv, then feed them to the attribute interpolate