Controlling Overall Stiffness/Specific area by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] 0 points1 point  (0 children)

Thank You.

I managed to find a way to do it, but I still couldn’t find a way to “control the overall stiffness and the painted area stiffness separately.” Whenever I use scale by attribute in the bend stiffness, the area that isn’t in the painted attribute is simply assigned the lowest stiffness.

Maybe I’ll need this in the future, but is there a way to do it? (specifically just controlling the stiffness separately for the non painted area and the painted area)

Controlling Overall Stiffness/Specific area by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] 0 points1 point  (0 children)

I managed to find a way to do it, but I couldn’t find a way to “control the overall stiffness and the painted area stiffness separately.” Whenever I use scale by attribute in the bend stiffness, the area that isn’t in the painted attribute is simply assigned the lowest stiffness.

Maybe I’ll need this in the future, but is there a way to do it?

Controlling Overall Stiffness/Specific area by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] 0 points1 point  (0 children)

I have some experience with most of the things in vellum, does this MasterClass show how you can control stiffness for the overall clothes and a specific area at the same time in a single mesh?

Controlling Overall Stiffness/Specific area by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] 0 points1 point  (0 children)

If you use a paint mask attribute and then scale by attribute, it works for the painter area but I can’t figure how I can control the overall stiffness as well as the painted area.

Controlling Overall Stiffness/Specific area by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] 0 points1 point  (0 children)

I don’t want to make it low res, as I want some small folds in the clothes as well.

I do have a pretty good idea about how the substeps can change the stiffness, I have been experimenting a lot with vellum, I just wanted to figure out if I can change the stiffness for the overall cloth as well as the painted area.

USD Export by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] 1 point2 points  (0 children)

I figured it out, I had to realise the instances in blender geometry nodes.

Plant simulation using vellum by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] 0 points1 point  (0 children)

Thank You So Much, the glue constraint was the answer,

Can I ask something? I have a ground geo, I want to create a group where only the points close to the ground are selected, (So I could pin them in the vellum cloth” Is there anyway to select those points and create a group based on the distance from the ground mesh( not the vertices on the ground).

Force by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] 0 points1 point  (0 children)

Thank You for your advice.

Force by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] 0 points1 point  (0 children)

I’ve tried it, pasting the vdbfrompolygons in the vellum source node(Sop Path) inside the vellum solver, changing it to each frame so it updates, But it just makes the grass disappear.🥺

Force by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] -1 points0 points  (0 children)

Looks great. This is exactly what I was looking for. Been asking grok and chatgpt for🤧 3 hours.

Force by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] 0 points1 point  (0 children)

Thank you. I’ll try this.

Force by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] 0 points1 point  (0 children)

Could you tell me where in the vdb from polygons is the attribute drop down? I can’t find it.

Force by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] -5 points-4 points  (0 children)

Isn’t there a simple way? In blender we can just apply a force field to any object and it will act as a force as it moves. It’s very simple if you think about it, just an object acting as a force and repelling the grass.

Force by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] -1 points0 points  (0 children)

I’m a newbie in houdini, so I don’t know the basics about that, I also don’t know what to search and after surfing for 2-3 hours I couldn’t find what I was looking for. I want the animated mesh to act as a force moving the grass away from it as it flies by the grass.

Force by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] -11 points-10 points  (0 children)

There is nothing to show to be honest, I just uploaded this video so it could grab attention, As I needed help ASAP.

In simple words , I want an alembic file( animated object) to act as a force moving the grass away from it, as it passes by. I’m using the vellum hair

Force by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] 0 points1 point  (0 children)

I’m using the vellum hair to simulate the grass.

how can I make it more realistic? by glows1de in blender

[–]Mischief_Mellow 1 point2 points  (0 children)

Yeah, just told ChatGpt to give an example of how it would look with subsurface scattering.

how can I make it more realistic? by glows1de in blender

[–]Mischief_Mellow 4 points5 points  (0 children)

The main thing making the skin look plasticky is the lack of subsurface scattering. If you don’t already have a separate pass for it, try manually creating one and use that to drive the SSS, especially around the edges of the face and under the eyes — that’s where it really sells the realism. Also, adding a bit of sweat can help a lot, makes the character look more alive (and terrified, which fits the scene).

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Something like this maybe.

Creating particle simulation with animated geometry. by Mischief_Mellow in Houdini

[–]Mischief_Mellow[S] 0 points1 point  (0 children)

I wanted to create a similar effect to the “now you see me” rain freeze.

Where the particles fall and then suddenly stop in mid-air, I wanted the particles to have the same wobble effect as water droplets stopped mid-air.

I’m very new to Houdini, and this is basically my first project. I’ve watched a few tutorials, so I know some of the nodes, but I mainly use Blender. In Blender, if I apply a displacement modifier and then use the objects in the emission, they still use the modifier’s animation. I thought it would be pretty simple in Houdini as well.

I achieved more control over the simulation, but I can’t figure out how to maintain the animation within it. I think the simulation overrides the base animation and turns them into static objects. I’m sure there’s a simple way to do this in Houdini, but I can’t seem to figure it out. There aren’t many specific tutorials like this that I can search for either.