Great tutorial! The process is really nice and it makes sense, I'm just very confused by the Vex portions. This is a really nice way to transition from keyframe animation into a simulation though. I will definitely use this technique in other animations!
10:38 - when i put that expression, exactly as it is! only one petal opens up instead of them all being shifted like yours? what have i done wrong here ??
Thank you so much!! Can you please also do a tutorial specifically on ROP Alembic, for those who use it to export simulations to Cinema 4D. E.g. how to export each object separately (e.g. when we have objects copied to points, when we have multiple objects interacting), how to preserve UVs, and other useful attributes.
for any beginners having trouble with the groups not working just throw a group transfer before your foreachend, and plug the timeshift into the right hand side, which seemed to fix the issue for me
Super great tutorial! I loved it! There were a lot of fun ideas in here! One question though, what was the point of exporting to Alembic and then back?
Hi! I absolutely love this tutorial and I'm going to be using this effect in a short film I'm creating! I started the process but I'm stuck on the first part! Since I'm using my own flower petal design I do not have it rigged and I do not know how to go about doing that. I'm new to Houdini and I would really appreciate advice for how I am to go about doing that. Thank you for sharing your knowledge!
this is amazing, I managed to replicate but the loop part was a bit confusing, so you are basically choosing a fairly uniform part of the animation and at the end replacing each cut with it's beginning , right?.
Nice! I followed the video and everything is working. But I added some collision objects that the flower pedals interact with. But when I export it to a alembic rob, the collision objects also gets baked and that makes it impossible to add subdivions afterwards. What I am doing wrong here?
@martinmenso6671 @Entegma Hello, i am new to Houdini, can you please tell me how did you make the collision to interact with the petals? I've been trying to fix this from last 3 days. I tried to add the second Vellum source node which was merged with the first one and then connected to the Vellum Solver and also bought the StatiicObj node for stem (the collision obj) which was first converted to VDB. So after doing that, i cannot see the petals but only the VDB from the second vellum source node. I tried a few more ways but nothing seems to be working :(
Why is my falling petals is falling like every frame non stop in the section of dopnet node? It's like producing lot of falling petals, not like you which only single cycle of falling animation. Thanks
Hi Pinan, the quickest way to find out what's going wrong in your setup is to compare it against the rpovided scene file. Sometimes a bit tricky to spot but usually that's the way to go :) Cheers, Mo
with the transform node I have the following, point("../foreach_begin1/", 0, "roff", 0) not sure if I have looked at it to many times? but not getting the same output and no errors anywhere?
i have the same problem haha, i think it has smthing to do with the loop? for me it says on the block end "merge: 18" and on Chris's version it says "gather: 18". im messing about with the iteration methods but havent figured it out yet
@@nathaniel6674 yeah noticed that too checked the other for each nodes and they were the same, it probably changed when Houdini updated so something minor will change the outcome I was looking for ages yesterday myself and got no where! If you find any result please let me know
As someone looking to render something like this in Blender, how would I go about separating each leaf as a separate mesh to texture? Currently, if I import to blender, the entire sim is treated as one mesh. Any help would be appreciated!
i was recreating these and when i was setting up the vellum solver and running it the petals mesh started to acting up and moving in each direction can anyone help me why thats happening ???
Yep... same for me... I'm really struggling. Looks like my scene is too small, but even that, it's the same as in the tutorial. I'm stuck at the petal part acting with atrifact and scaling like crazy when I start to SIM
@@Zerefthedark Ok... I've been able to get somewhere better. Go to your "DOPNET", in your "Vellumsource", go in "BINDINGS", set Transform to "None" The jittering pretty much stopped completly, but when I go in and out of the DOPNETWORK, there is still a wierd 10x scaling, but when I go back to the SOP, it looks like the scale is OK. Let me know if you have more success.
@@independancedayisawesome4689 Hi, i had same problems with crazy scaling petals after running sim. Strange, but when i recreated the node "Vellum Configure Cloth" and connected it - my problem disappeared!!
saw it yesterday wondering how it was done
today watching this tutorial
lets all please appreciate what a wonderful time we live in
Friends, you are the best. I can't repeat your tutorials now, but i hope can do it latter. (From Ukraine)
I get excited each time I see a tutorial from Entagma!
ideas, methods, totally cool.
thank you guys.
Amazing.
This is amazing! Thanks for the generosity of sharing the technique!
Very elegant methodology.
Thank you for generously sharing the techniques and materials!
this channel is group of houdini experts
Thank you for the tutorial. Learned something new and useful.
I made it! Thank you very much!
Great tutorial! The process is really nice and it makes sense, I'm just very confused by the Vex portions. This is a really nice way to transition from keyframe animation into a simulation though. I will definitely use this technique in other animations!
That was beautiful.
Thank you so much to Entagma and Chris Kopic, I've been wanting to replicate this effect so badly.
10:38 - when i put that expression, exactly as it is! only one petal opens up instead of them all being shifted like yours? what have i done wrong here ??
Absolutely stunning
LOVE IT! Thänx a lot
Thank you very much. I started studying according by your lessons. Everything is very exciting. And i have a first renders. 🤗
Thank you so much!! Can you please also do a tutorial specifically on ROP Alembic, for those who use it to export simulations to Cinema 4D. E.g. how to export each object separately (e.g. when we have objects copied to points, when we have multiple objects interacting), how to preserve UVs, and other useful attributes.
Thank You very much, Christopher!
WOW! So DAMN Amazing!
How to render this animation in houdini indie? Can you explain the rendering process also.
for any beginners having trouble with the groups not working just throw a group transfer before your foreachend, and plug the timeshift into the right hand side, which seemed to fix the issue for me
I tried something similar with growing leafs where I needed to time offset the animation - this helps a lot
Not only useful but beautiful.
amazing concept and tutorial!
nice! reminds me of a tutorial by daniel danielsson for c4d
yuppp....", same
This is incredible! how would you render it so it is the same as the videocover?
Can you make tutorial on how to make flower growth with vellum physics please!
more fuel to learn Houdini
Super great tutorial! I loved it! There were a lot of fun ideas in here! One question though, what was the point of exporting to Alembic and then back?
Hi! I absolutely love this tutorial and I'm going to be using this effect in a short film I'm creating! I started the process but I'm stuck on the first part! Since I'm using my own flower petal design I do not have it rigged and I do not know how to go about doing that. I'm new to Houdini and I would really appreciate advice for how I am to go about doing that. Thank you for sharing your knowledge!
this is amazing, I managed to replicate but the loop part was a bit confusing, so you are basically choosing a fairly uniform part of the animation and at the end replacing each cut with it's beginning , right?.
Thanks for your tuts! It's very helpful
Nice! I followed the video and everything is working. But I added some collision objects that the flower pedals interact with. But when I export it to a alembic rob, the collision objects also gets baked and that makes it impossible to add subdivions afterwards. What I am doing wrong here?
@martinmenso6671 @Entegma Hello, i am new to Houdini, can you please tell me how did you make the collision to interact with the petals? I've been trying to fix this from last 3 days. I tried to add the second Vellum source node which was merged with the first one and then connected to the Vellum Solver and also bought the StatiicObj node for stem (the collision obj) which was first converted to VDB. So after doing that, i cannot see the petals but only the VDB from the second vellum source node. I tried a few more ways but nothing seems to be working :(
@raydaantsolanki4834 hi :) I am sorry but I can't remember 😔
Amazing, thank you so much guys!
love it thank you
Awesome Tutorial
Hi, I have a question. How can I make the uvquickshade show up in the render?
Can someone explain what he's doing to create a visualizer for the velocity?
@Frame == chi("Frame"); this expressing is not showing me the farm to select
*why is the pop wind attached directly to the vellum solver and not somehow merged with the gravity force?
you are awesome, thanks a lot!
1:47 !!!
thank you its very cool
Can you explain the use of groupexpression1 here? groupexpression2 does all the job in the end no?
My bad, it's an error corrected at 11:21
idk for some reason these codes are not working
float roff = chf("Angle") * @elemnum;
float toff = chf("Frame") * @elemnum;
Did you figure this out? Having the same issue
@@superdownwards Yes, you need to click the "spare parameter". It is on the right side below the downward arrow. It will create parameters.
@@jhanvikathpalia6239 thanks you are the man!!!
I wish this is available on Blender.
Why is my falling petals is falling like every frame non stop in the section of dopnet node?
It's like producing lot of falling petals, not like you which only single cycle of falling animation.
Thanks
Hi Pinan,
the quickest way to find out what's going wrong in your setup is to compare it against the rpovided scene file. Sometimes a bit tricky to spot but usually that's the way to go :)
Cheers, Mo
@@Entagma Yeah you're right haha, Great Tutorial by the way
Can we do this animation with any other models?
HI! Nice video! I have a question, can this be exported and used in Unreal Engine?
Yeah, but u need the licence
with the transform node I have the following, point("../foreach_begin1/", 0, "roff", 0) not sure if I have looked at it to many times? but not getting the same output and no errors anywhere?
i have the same problem haha, i think it has smthing to do with the loop? for me it says on the block end "merge: 18" and on Chris's version it says "gather: 18". im messing about with the iteration methods but havent figured it out yet
@@nathaniel6674 yeah noticed that too checked the other for each nodes and they were the same, it probably changed when Houdini updated so something minor will change the outcome I was looking for ages yesterday myself and got no where! If you find any result please let me know
@@chxrvey9753 will do ser :)
@@nathaniel6674 any luck with a fix?
@@chxrvey9753 i gave up for the time being haha didnt have any time recently to find a solution :/
BINGO!
As someone looking to render something like this in Blender, how would I go about separating each leaf as a separate mesh to texture? Currently, if I import to blender, the entire sim is treated as one mesh. Any help would be appreciated!
make some UV´s for it and then texture it
Hello , thanks for this video. I have a question, how we can contact if we have somes questions ?
Comments are a good idea. Be it here, or on our website. Cheers, Mo
Or via email or on Patreon of course :) Cheers, Mo
@@Entagma Thanks for you reactivity I have already send you a message. :)
how to make the animation move slower?
Either tweak your eyframes/sim settings or (brute force, but works surprisingly often) use a timeshift or timeblend SOP. Cheers, Mo
i was recreating these and when i was setting up the vellum solver and running it the petals mesh started to acting up and moving in each direction can anyone help me why thats happening
???
Yep... same for me... I'm really struggling. Looks like my scene is too small, but even that, it's the same as in the tutorial. I'm stuck at the petal part acting with atrifact and scaling like crazy when I start to SIM
Same here I still couldn't find a way to make the artifact's and crazy sim problems go away
@@Zerefthedark Ok... I've been able to get somewhere better. Go to your "DOPNET", in your "Vellumsource", go in "BINDINGS", set Transform to "None"
The jittering pretty much stopped completly, but when I go in and out of the DOPNETWORK, there is still a wierd 10x scaling, but when I go back to the SOP, it looks like the scale is OK.
Let me know if you have more success.
@@independancedayisawesome4689 thank you soo much, I will try it and let you know 😁
@@independancedayisawesome4689 Hi, i had same problems with crazy scaling petals after running sim. Strange, but when i recreated the node "Vellum Configure Cloth" and connected it - my problem disappeared!!
太精彩了
❤❤❤
大師!