Houdini Vellum Cloth (Beginners) [Tutorial] | Emitting Vellum Cloth Bands + Shrinking/Shrink Wrap

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  • Опубліковано 16 лис 2024

КОМЕНТАРІ • 29

  • @internetadda5684
    @internetadda5684 Рік тому +2

    That's called a complete tutorial !!! The teacher doesn't stop and keeps creating this kind of tutorial.....

  • @evening8990
    @evening8990 3 роки тому +4

    Great tutorial, very clear. Many thanks

    • @YFJSR
      @YFJSR  3 роки тому +1

      Many thanks to you too for checking it out early! 🙌

  • @bj124u14
    @bj124u14 Місяць тому

    Thank you so much!! I used this for a completely different type of simulation, but it worked just fine. I do hope you can help me though.
    I used an alembic export node after the last setup with the color, postprocess and so on. Then I imported it into blender to add materials and render. This sadly didn't work how i expected, as the cloth is all one singular mesh. is there any way to have each emitted cloth be it's own mesh in the alembic export?

    • @YFJSR
      @YFJSR  Місяць тому

      Well I guess there are several ways, the pros would probably add in an attribute to the polygons before spawning and make sure the vellum geometry carries over and you use that as a way to set IDs for each emitting band and you could easily Blast and ‘delete non selected’. Also I feel like you could probably just use “For Each Connected Piece” and enable the view single iteration mode. But I haven’t been using Houdini much lately, so that’s all I can think for your solution!

  • @thehomedepothouseplant9986
    @thehomedepothouseplant9986 Рік тому

    very cool! thank you

  • @むにえる-w7b
    @むにえる-w7b 3 роки тому +1

    Thanks for the RS user friendly and great tutorials!

  • @rickedeckard2006
    @rickedeckard2006 3 роки тому

    That was a perfect tute. Thank you

  • @massimobaita7178
    @massimobaita7178 3 роки тому

    Thank You very much, Yu!

  • @FaddyVFX
    @FaddyVFX 3 роки тому

    Beautifully done, cool and nice

  • @RMAFIRE
    @RMAFIRE Рік тому

    enriching art ❤ 🙌

  • @FaddyVFX
    @FaddyVFX 3 роки тому

    Excellent animation and moves, it is proof that you have an incredible talent, im looking forward to learn and practice more, you are inspiring me, thanx.

    • @YFJSR
      @YFJSR  3 роки тому

      Hahaha that's great! Thanks for leaving a comment! Funny thing is I got bored of Houdini and haven't used it for 6 months now. Unreal is really much more fun for me. But go with it! Practice more 💪

  • @JSZ69420
    @JSZ69420 2 роки тому

    Thank you !

  • @ModelWhatYouSee
    @ModelWhatYouSee 3 роки тому

    Great tut. Question, how did you get your youtube player to display that header with the timeline countdown. That is so slick. Nice one.

    • @YFJSR
      @YFJSR  3 роки тому

      All After Effects! Plenty of tutorials here on UA-cam for this kind of thing as well.

  • @jluisroga
    @jluisroga 3 роки тому

    Great tut! Just one questiom, how do you use de vellum post process with this method? How do you bring the constraints from the dopnet? Thanks in advance!

    • @YFJSR
      @YFJSR  3 роки тому +1

      Ahh! Sorry for the late reply. Thank you for watching this tutorial! 🙏 I think you probably need to use Vellum IO or bring constraints manually with Vellum Import Fields. This kind of manual stuff BubblePins has good tutorials for that 👌

    • @jluisroga
      @jluisroga 3 роки тому

      @@YFJSR no worries ! Thanks for the reply !!

  • @NextroneOfficial
    @NextroneOfficial 3 роки тому

    Very good and simple, subscribed! Is there a way to instead this method, scatter not one, but multiple random vellum objects on points, and make them a part of simulation with forces...like it is possible to do with POPs with copytoppints and assigning multiple random geo on them.

    • @YFJSR
      @YFJSR  3 роки тому +1

      @@NextroneOfficial Ok yeah I don’t think there’s a straight forward way to do it with Vellum. I think this technique would work with a slight tweak. www.sidefx.com/forum/topic/72870/ Merge all the variants when creating the Vellum constraints, when that’s done you pack via connectivity and give each shape a unique integer, every frame randomly select a shape with Delete expression and then unpack it before it goes into the solver. It’s too difficult to explain it here, and I might make a tutorial in the future employing this sort of technique, but no guarantees.

    • @NextroneOfficial
      @NextroneOfficial 3 роки тому

      @@YFJSR I could follow what you wrote up to a point with the delete attribtue...also im not sure if you thought that i pack the models after i assigned the constraints or before...i suppose its before the back, that would be logical to me. It is a bit tricky to read it out now...😬 But it would indeed be an interesting setup for tutorial, if i manage to make it somehow before 🙂

    • @YFJSR
      @YFJSR  3 роки тому +1

      @@NextroneOfficial I still don’t get what you’re asking for. You want to emit randomly some Vellum shapes from a selection of pre-made shape? or you want to instance shapes like plants on a piece of Vellum cloth? This might be a good tutorial topic, so I want to help. To help visualize what you’re talking about please put some links to references ok? 👌

  • @makfarik
    @makfarik 3 роки тому

    Спасибо

  • @ccb4911
    @ccb4911 3 роки тому

    Nice video Thanks a lot! I'm subscribing!

    • @YFJSR
      @YFJSR  3 роки тому

      Cheers! ✌️ Thank you for the subscription!

  • @humayan91
    @humayan91 3 роки тому

    Hey. Great tutorial. I've been trying to demystify one of your vellums sim in which a couple of blocks inflates, goes up attaches itself to a frame very smoothly like puzzle pieces. How did you achieve the movement of the blocks? Did you compute the Force by subtracting the final position from the initial position and feed it into the DOP net or did you take a completely different approach?

    • @YFJSR
      @YFJSR  3 роки тому +1

      Wrong place to ask this question, you should have just posted it in the actual video. Anyways, it's pretty basic. The first one is a basic POP Force which raises it up until in front of the frame. Then a POP Attract which uses the "Points" Attraction mode to attract the vellum cloth points to the final target position. Basically, I used this particles technique - ua-cam.com/video/p_2qytjh9q0/v-deo.html

    • @humayan91
      @humayan91 3 роки тому

      @@YFJSR Haha. Sorry about that. But thanks a lot. :)