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AHTYA 2.0 – pt. 06: Flower Tube Project Part 1

Welcome to the second big project of our AHTYA Starter Kit Section. Over the next weeks and videos, we'll create the Flower Tube you know from the teaser, we will explore two very important concepts of Houdini (Groups and Attributes) and we will take a look at different ways of Rendering in Houdini.


In this video, we'll build the base of our setup, with more polymodelling and Vellum.

AHTYA 2.0 – pt. 06: Flower Tube Project Part 1

Comments

Hello, I was wondering how would I complete this if I wanted to instance pre-made geo instead of the sweep node? What node would I use to plug the vellum solver into that I can also plug the geo/file to, so that each geo is placed on a hair? I see that the sweep node has 2 specific inputs, but not many nodes have this kind of option so it is confusing me on what to do next. Thanks so much!

Danielle VanBrabant

Hi Team. I am a new member of Patreon. Learning a lot from this series. I had a question regarding the materials created for these models. How are the materials created ? Is there a separate series on Entagma for creating procedural material. If not can some one point me to some resources on how to create procedural materials. Like how blender has shader nodes for creating materials. Thanks !

sumit bakhli

Hi Guys! I don't know why, but the vellum solver after the first frame distorts the base of the "flowers" and makes them tremble. I've already tried editing with the Peak and fiddling with the vellum solver, but I can't. It is as if the flowers collapsed slightly on themselves, despite the absence of the force of gravity.

Jora Niery

Yay, that's a great solution. Thank you! ☺️

Philipp Welsing

Hey! Not only in your case, but in my example file as well. I quite liked the look and it made the scene a bit simpler. Here's how you can get a non deforming ring: Directly above the left input on the path deform wire in a pack node. And directly below the output of the path deform wire in an unpack node. This is a bit hacky, but it's the easiest, quickest way I know. Essentially were turning the torus into instanced geometry, which can only be moved, not deformed. And after our path animation were turning it back into standard geometry.

Entagma_Chris

Hi Entagma! :-) When using the path deform, in my case the ring itself is deforming while travelling. Any way or setting to prevent this? Really want it to keep its shape. Thanks for your amazing work.

Philipp Welsing

Whoops, sorry for joining in so late. The easiest way to resolve stuck hair is to start out with a larger main radius on the torus node and then keyframe it smaller over the first couple simulation frames. So essentially the torus starts out large enough to touch no hair and then shrinks to collide with them.

Entagma_Chris

Hey! Thanks, I was having the same problem. I also reduced the friction on the vellum solver node which seems to have helped

Sonia Lange

Just managed to solve the problem by playing with the Scatter's seed. It seems like you just have to find the right parameter to prevent any hair from being stuck.

Benoît Texier

Hey guys. It seems that in your simulation, there's no problem, but in my case, a few hairs get "trapped" inside the torus at the beginning of the simulation. These hairs stretch a lot because the highest point of the hair remains stuck inside the torus until they forcefully detach themselves. Is there a way to ensure a clean simulation without any hair inside the torus? I've tried adjusting the peak and the torus' thickness, but if the hair is too short, it doesn't interact with the torus properly. On the other hand, the longer the hair, the more lines being trapped at the beginning of the simulation. Any ideas on how to solve this?

Benoît Texier


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