Excellent animation and moves, it is proof that you have an incredible talent, im looking forward to learn and practice more, you are inspiring me, thanx.
Hahaha that's great! Thanks for leaving a comment! Funny thing is I got bored of Houdini and haven't used it for 6 months now. Unreal is really much more fun for me. But go with it! Practice more 💪
Thank you so much!! I used this for a completely different type of simulation, but it worked just fine. I do hope you can help me though. I used an alembic export node after the last setup with the color, postprocess and so on. Then I imported it into blender to add materials and render. This sadly didn't work how i expected, as the cloth is all one singular mesh. is there any way to have each emitted cloth be it's own mesh in the alembic export?
Well I guess there are several ways, the pros would probably add in an attribute to the polygons before spawning and make sure the vellum geometry carries over and you use that as a way to set IDs for each emitting band and you could easily Blast and ‘delete non selected’. Also I feel like you could probably just use “For Each Connected Piece” and enable the view single iteration mode. But I haven’t been using Houdini much lately, so that’s all I can think for your solution!
Very good and simple, subscribed! Is there a way to instead this method, scatter not one, but multiple random vellum objects on points, and make them a part of simulation with forces...like it is possible to do with POPs with copytoppints and assigning multiple random geo on them.
@@NextroneOfficial Ok yeah I don’t think there’s a straight forward way to do it with Vellum. I think this technique would work with a slight tweak. www.sidefx.com/forum/topic/72870/ Merge all the variants when creating the Vellum constraints, when that’s done you pack via connectivity and give each shape a unique integer, every frame randomly select a shape with Delete expression and then unpack it before it goes into the solver. It’s too difficult to explain it here, and I might make a tutorial in the future employing this sort of technique, but no guarantees.
@@YFJSR I could follow what you wrote up to a point with the delete attribtue...also im not sure if you thought that i pack the models after i assigned the constraints or before...i suppose its before the back, that would be logical to me. It is a bit tricky to read it out now...😬 But it would indeed be an interesting setup for tutorial, if i manage to make it somehow before 🙂
@@NextroneOfficial I still don’t get what you’re asking for. You want to emit randomly some Vellum shapes from a selection of pre-made shape? or you want to instance shapes like plants on a piece of Vellum cloth? This might be a good tutorial topic, so I want to help. To help visualize what you’re talking about please put some links to references ok? 👌
Great tut! Just one questiom, how do you use de vellum post process with this method? How do you bring the constraints from the dopnet? Thanks in advance!
Ahh! Sorry for the late reply. Thank you for watching this tutorial! 🙏 I think you probably need to use Vellum IO or bring constraints manually with Vellum Import Fields. This kind of manual stuff BubblePins has good tutorials for that 👌
Hey. Great tutorial. I've been trying to demystify one of your vellums sim in which a couple of blocks inflates, goes up attaches itself to a frame very smoothly like puzzle pieces. How did you achieve the movement of the blocks? Did you compute the Force by subtracting the final position from the initial position and feed it into the DOP net or did you take a completely different approach?
Wrong place to ask this question, you should have just posted it in the actual video. Anyways, it's pretty basic. The first one is a basic POP Force which raises it up until in front of the frame. Then a POP Attract which uses the "Points" Attraction mode to attract the vellum cloth points to the final target position. Basically, I used this particles technique - th-cam.com/video/p_2qytjh9q0/w-d-xo.html
That's called a complete tutorial !!! The teacher doesn't stop and keeps creating this kind of tutorial.....
Great tutorial, very clear. Many thanks
Many thanks to you too for checking it out early! 🙌
Thanks for the RS user friendly and great tutorials!
Excellent animation and moves, it is proof that you have an incredible talent, im looking forward to learn and practice more, you are inspiring me, thanx.
Hahaha that's great! Thanks for leaving a comment! Funny thing is I got bored of Houdini and haven't used it for 6 months now. Unreal is really much more fun for me. But go with it! Practice more 💪
enriching art ❤ 🙌
That was a perfect tute. Thank you
Thank you so much!! I used this for a completely different type of simulation, but it worked just fine. I do hope you can help me though.
I used an alembic export node after the last setup with the color, postprocess and so on. Then I imported it into blender to add materials and render. This sadly didn't work how i expected, as the cloth is all one singular mesh. is there any way to have each emitted cloth be it's own mesh in the alembic export?
Well I guess there are several ways, the pros would probably add in an attribute to the polygons before spawning and make sure the vellum geometry carries over and you use that as a way to set IDs for each emitting band and you could easily Blast and ‘delete non selected’. Also I feel like you could probably just use “For Each Connected Piece” and enable the view single iteration mode. But I haven’t been using Houdini much lately, so that’s all I can think for your solution!
Beautifully done, cool and nice
Thank You very much, Yu!
Thank you !
Great tut. Question, how did you get your youtube player to display that header with the timeline countdown. That is so slick. Nice one.
All After Effects! Plenty of tutorials here on TH-cam for this kind of thing as well.
Very good and simple, subscribed! Is there a way to instead this method, scatter not one, but multiple random vellum objects on points, and make them a part of simulation with forces...like it is possible to do with POPs with copytoppints and assigning multiple random geo on them.
@@NextroneOfficial Ok yeah I don’t think there’s a straight forward way to do it with Vellum. I think this technique would work with a slight tweak. www.sidefx.com/forum/topic/72870/ Merge all the variants when creating the Vellum constraints, when that’s done you pack via connectivity and give each shape a unique integer, every frame randomly select a shape with Delete expression and then unpack it before it goes into the solver. It’s too difficult to explain it here, and I might make a tutorial in the future employing this sort of technique, but no guarantees.
@@YFJSR I could follow what you wrote up to a point with the delete attribtue...also im not sure if you thought that i pack the models after i assigned the constraints or before...i suppose its before the back, that would be logical to me. It is a bit tricky to read it out now...😬 But it would indeed be an interesting setup for tutorial, if i manage to make it somehow before 🙂
@@NextroneOfficial I still don’t get what you’re asking for. You want to emit randomly some Vellum shapes from a selection of pre-made shape? or you want to instance shapes like plants on a piece of Vellum cloth? This might be a good tutorial topic, so I want to help. To help visualize what you’re talking about please put some links to references ok? 👌
Great tut! Just one questiom, how do you use de vellum post process with this method? How do you bring the constraints from the dopnet? Thanks in advance!
Ahh! Sorry for the late reply. Thank you for watching this tutorial! 🙏 I think you probably need to use Vellum IO or bring constraints manually with Vellum Import Fields. This kind of manual stuff BubblePins has good tutorials for that 👌
@@YFJSR no worries ! Thanks for the reply !!
Спасибо
Nice video Thanks a lot! I'm subscribing!
Cheers! ✌️ Thank you for the subscription!
Hey. Great tutorial. I've been trying to demystify one of your vellums sim in which a couple of blocks inflates, goes up attaches itself to a frame very smoothly like puzzle pieces. How did you achieve the movement of the blocks? Did you compute the Force by subtracting the final position from the initial position and feed it into the DOP net or did you take a completely different approach?
Wrong place to ask this question, you should have just posted it in the actual video. Anyways, it's pretty basic. The first one is a basic POP Force which raises it up until in front of the frame. Then a POP Attract which uses the "Points" Attraction mode to attract the vellum cloth points to the final target position. Basically, I used this particles technique - th-cam.com/video/p_2qytjh9q0/w-d-xo.html
@@YFJSR Haha. Sorry about that. But thanks a lot. :)
very cool! thank you