Sticky gum with vellum sidefx Houdini 19.5
ฝัง
- เผยแพร่เมื่อ 8 ก.ค. 2024
- Hi
In this video we gonna look at vellum and how we can create sticky gum with that
We’re gonna use multiple villain constraint and we gonna use this similation in sop level
I’m gonna use attached to geometry constraint for stick to surface and and glue constraint for stringing the simulation
And we’re going to use VDB for the meshing
And finally, we’re gonna have final touch with surface tension
I hope this quick trip will assist you with your project
__________Content___________
00:13-Vellum basic setup
00:52-Force limit
02:27-Stick to surface
04:10-stringing the vellum
05:54-Meshing the vellum using VDB
07:52-Fluid surface tension
You can follow me on social media: @diyz3n
/ diyz3n
/ diyz3n - ภาพยนตร์และแอนิเมชัน
wow, this is the clearest and straight forward tutorial I have ever seen, thank you
thanks dude i appreciated
Dude, your tutorials are some of the best on TH-cam
Thanks dude that’s Cheers me up.
One of the best Animators that I know!
All the best for you my brother!
Tnx brother, I will not forget your support dude, you always support. Man.
Great as always👏👏
Thanks, you are so sweet 🌹
Good one .. Loved it ...
tnx
Thank You very much!
You’re welcome. Have fun with it.
You are amazing! Keep the good work up mate, Thank you very much for your share.
yeah anytime dude
Very useful, thankyou!
My pleasure
Thank you brother, very helpful!
You’re welcome, brother
Good one.
Thanks
The best
Glad to hear that
That looks delicious
Yeah it is 😂
Awesome man
My pleasure bro 🌹
@@diyz3n rushing home to try it.
I plan on doing more of your stuff.
@chadbonanno5724 this is absolutely my honor bro 👍🏻
instead use popforce, can I animate the sphere manually? I need to do an effect like a shoe stepping on gum
Yeah of course, just try it and you’ll see its will work
Best way to create creature drool.. and much more. (Y)
Yeah this can be done
Keep it up with this kind of tutorials and your channel will get a million subs in no time..
thanks, my pleasure and with your support of course we’re going to conquer the impossible
My Houdini version is 18.5 vellum silver advance grain collision option not there so how to reduce grains flicker jumps?
I don’t know about that version but you can use the Velocity Damping option in the vellum force tab
or increase iteration and substep
and of course, you can use pop drag force node
what does that pop group do? thanks!
It’s so straightforward it will group the particle a.k.a. point According to your request what about based on bounding or vex expression or based on random algorithm, etc.
so it is just a group function, no real force or energy to the FX?@@diyz3n
Great tutorial but what the music name
Thanks for the compliment, honestly, I don’t know name of this music
i would like to do this at sop lvl
I guess you meant without vellum solver or sim in general , otherwise basically it is at sop level
@@diyz3n No, I mean avoinding to dive inside the solver by using vellum attach and glue constraints at sop lvl and giving initial impulse to the source rather by animating the source / using point velocity / or the built-in wind force in the solver params...(or any other way). Anyway I didn't get it to work because the params of the attach and glue nodes are different at sop lvl.
Yeah you know i am big fan of sop lvl too, but to achieve that sticky thing (attache to geometry) for example, we should solve it each frame to tell him build the constraint at specific distance
Can u pls share a file with us ?
unfortunately, I don’t have this one
*Sry not silver it's solver
I got it
One question: at the 2nd step, on the 'vellum constrain grains' node... would it be possible to make the grains/spheres at random sizes ?
Not the Jitter, but the sizes..
In order to test if that could give the simulation more interesting variations ? 🤔
OK that’s interesting idea. I didn’t try that though
But my first thought is every Vellum grain particle have a scale attribute (I don’t know the exact name) and this attribute will consider in the mesh section, for example vdb from particle node
But I was wonder if is this attribute consider in the simulation or only in the mesh section?