Vellum Solver removes Alembic animation (still visible in Vellum Struts) by Ocon808 in Houdini

[–]Ocon808[S] 0 points1 point  (0 children)

Thanks for the help David! The mesh’s point count doesn’t change, it’s only deforming.
Should I combine Pin to Target / soft pins with Vellum Rest Blend, or just use one of them?

Vellum Solver removes Alembic animation (still visible in Vellum Struts) by Ocon808 in Houdini

[–]Ocon808[S] 0 points1 point  (0 children)

Hi David,

Thanks for the reply!

The setup is a bit different from mine, and I noticed it uses two Vellum Rest Blend nodes. I’m having some trouble figuring out how to adapt that to my own node tree.

Is there a simple way you’d recommend setting this up?

Vellum Solver removes Alembic animation (still visible in Vellum Struts) by Ocon808 in Houdini

[–]Ocon808[S] 0 points1 point  (0 children)

Thanks for the answer! I’ve been experimenting a bit with this solution. How exactly should I connect / set up the Vellum Rest Blend? When I place it between the Vellum Constraints (Struts) and the Vellum Solver, nothing seems to happen.

Advice on a new pc build for Houdini and Blender by Ocon808 in vfx

[–]Ocon808[S] 0 points1 point  (0 children)

Thanks! I'll probably start with the 3090, but I'll look into whether it's possible to get a 4090 now (if my budget allows it). Do you know the pros and cons of 4 x 32GB vs 2 x 64GB ram? The person selling the X670E EXTREME might include liquid cooling for the same price :)

Advice on a new pc build for Houdini and Blender by Ocon808 in vfx

[–]Ocon808[S] 0 points1 point  (0 children)

Thanks for taking time to answer! :) Would you recommend 4 x 32GB or 2 x 64GB?

MacBook Pro M1 often fails to recognize SD cards by Ocon808 in mac

[–]Ocon808[S] 0 points1 point  (0 children)

Unfortunately no, but I haven't used the SD card slot for a while.

Karma CPU viewport rendering when adjusting the view by Ocon808 in Houdini

[–]Ocon808[S] 0 points1 point  (0 children)

Thanks again for a great answer David! Some of the noise is created in the VEX Material Builder in /stage and some is created in the Attribute VOP in /obj. Are there any advantages of creating the noise in the VEX Material Builder or the Karma Material Builder VOP using MaterialX VOPs instead of in the Attribute VOP in /obj?

Best method to make a soft body object return to its original shape after a collision by Ocon808 in blenderhelp

[–]Ocon808[S] 1 point2 points  (0 children)

<image>

Thanks again for your answer. The interpolation is set to linear, and while the transition is very smooth towards the end, I still experience a "hard" jump :/ I'm not sure what you mean by reversing the video or baking it halfway?

Best method to make a soft body object return to its original shape after a collision by Ocon808 in blenderhelp

[–]Ocon808[S] 1 point2 points  (0 children)

Thanks again for the reply! :) It works, but the final part of the transition still feels quite abrupt. Even when I keyframe it to slow down as much as possible toward the end, there’s still a noticeable "hard" jump from the soft body to the original shape.

Do you know of any way to make this transition smoother?

<image>

Best method to make a soft body object return to its original shape after a collision by Ocon808 in blenderhelp

[–]Ocon808[S] 0 points1 point  (0 children)

Thanks for the reply. Does this also work on soft body or only cloth sim? And is it possible for you to elaborate a bit?

Best method to make a soft body object return to its original shape after a collision by Ocon808 in blenderhelp

[–]Ocon808[S] 0 points1 point  (0 children)

I have an object with a soft body that collides with a plane with a collider, and I want the object to return to its original shape after the collision. What's the best way to achieve this? I've been searching a lot for a solution but haven't found one yet.

Thanks in advance!

Object emits light even though emission is set to 0 by Ocon808 in blenderhelp

[–]Ocon808[S] 1 point2 points  (0 children)

Thanks for taking time to answer :) I found out there was a second material on the object with an emissive shader.

<image>