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Vellum 101 - Voronoi Cloth Bags

One of our very first setups we tried pulling off in Houdini.


In this tutorial we'll go over how to set up a bunch of connected voronoi cell shaped cloth bags that are held in place by a couple of strings.

Vellum 101 - Voronoi Cloth Bags

Comments

Cool stuff! It didn't exist back then, but instead of using a foreach-loop you can now flood-fill outside pieces using the group expand node, then blast. Or identify affected prims with a primitive wrangle: int prims[] = expandprimgroup(0, 'outside'); foreach(int pr; prims){ string name_pr = prim(0, 'name', pr); if(s@name == name_pr){ removeprim(0, i@primnum, 1); break; } }

Konstantin Magnus

Well as Vellum currently only is able to approximate rigid bodies via stiff softbodies you'll have to find softbody settings that work for your case: maybe generate more struts per point and increase their directional variance (so they don't always search for point straight across a given point). Or use vellum tetrahedral softbody... I kinda had good success with the first technique though. Cheers, Mo

Entagma

Really get a kick out of this one. I’m curious, how would you approach suspending a rigid body instead of the cloth … if I substitute “Vellum Configure Strut Softbody” and crank-up the stiffness I get something close, but the rigid body still deforms a bit.

Timothy M. Shead

hellraiser squab incoming! :D

jeremy jozwik

Thanks so much for the info guys!!

Ryan Paterson

Also remember that when going from C4D (or any other 3D program) to Houdini, you can export your entire scene as a single Alembic and then in Houdini, use the"Object Path" and "Object Exclusion" options under the "Selection" tab in the alembic file SOP to filter which objects you read in. You could grab the particles in one SOP and use another with a different Object Path to bring in the floor, etc. Going the other way, use the Alembic ROP as Adam descibed.

Geoffrey Bailey

Yes, Adam's probably referring to exporting different Houdini streams as individual Alembic caches. You could use the same ROP, by changing the input and output variables, but its usually easier to just use separate ROP nodes for each stream. Regarding scene scale: since Houdini is in Meters, I'm normally having to scale any imported geo from (Maya or C4D) down to 0.01 to deal with the difference in default scene units. In this case, going from centimeters (Maya) to Houdini (meters).

Howitzer99

Export from C4D with 0.01 and will be the equivalent of 1 in Houdini. Houdini to C4D, scale it up by 100. Primitive groups in Houdini become polygon selections in C4D. Different geo streams exported out of Houdini with an Alembic ROP become seperate objects in C4D. Some point attributes C4D will read from Houdini, others it wont (or cant..). For particle attributes you use TP groups and a Xpresso tag with P Pass, P Get & P Set to fetch attributes from the imported points and set them to something C4D understands.

Adam Priester

This is completely random but I don't know where else to put it (if there's a DM area in Patreon I haven't found it yet, clearly). I often use a workflow that i feel is becoming quite common in motion graphics- Houdini->Alembic->C4D, and I was wondering if you guys could possibly shed some light on the elephant in the room- SCENE SCALE. I just mess around with the settings in C4D until it looks right but I know there must be a method to this madness. I feel like a good old Entagma deep dive would set me straight once and for all. Some advanced tips on exporting ABC's couldn't hurt either while you're in there... like the different maps and their benefits, getting attributes out, telling C4D how to separate geometry (like particles are one object, a floor is another)...ya that stuff. Hope that makes sense. THANK YOU I LOVE YOU

Ryan Paterson


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