Houdini Tutorial: Packing Rigid Bodies In Vellum

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Entagma

Entagma

Күн бұрын

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Yes, we covered this in our “packing the Torus” tutorial (entagma.com/packing-the-torus/), however back then we didn’t have Vellum! You draw the conclusions yourself!
Seriously though, using vellum for rigid body intersection detection and resolution can be a neat trick when you’re depending on a unified simulation framework which also allows you to simulate soft bodies as well as grains and liquids.
Download Project File: www.entagma.com/downloads/Vel...
00:00 - Intro
00:52 - Basic Setup
03:09 - Density From Curve Distance
05:54 - Orienting Copies
07:33 - Connectivity
08:04 - Setting Up Vellum Constraints
09:21 - Scaling Up Copies
10:40 - Bringing Animation Into The Simulation
13:07 - Dealing With Viewport Errors
13:30 - Transforming Original Rigid Geo
14:48 - Infamous Last Words

Пікірлер: 23
@utubeparpankaj
@utubeparpankaj 2 жыл бұрын
Entagma...always the innovator..:)
@TheDanielConsole
@TheDanielConsole 2 жыл бұрын
amazing as always, thanks for posting Mo!
@CarlosDordelly
@CarlosDordelly 2 жыл бұрын
This is insanely useful! Thanks!!
@greyki
@greyki 2 жыл бұрын
Great stuff! Thank you!
@Todd_Manus
@Todd_Manus Жыл бұрын
I appreciate you using VOP vs VEX in this video... very helpful for a guy like me :-) As you are not an illustrator, I am not a coder.
@Josekrlos
@Josekrlos 2 жыл бұрын
Amazing!! thank you so much!! 🌟
@es_ina
@es_ina 2 жыл бұрын
that reset viewport tho. very useful stuff. thanks !
@massimobaita7178
@massimobaita7178 2 жыл бұрын
Great, Moritz!
@ChrisKania
@ChrisKania 2 жыл бұрын
Wow, guys no wonder you are supported by the greatest studios and the SideFX itself
@luigidallariva
@luigidallariva 2 жыл бұрын
wow, thanx a lot!
@3DDesigner_
@3DDesigner_ 2 жыл бұрын
I was searching for this thanks.😃 And how many years did it took you to master Houdini at this level ?
@requa3314
@requa3314 2 жыл бұрын
thanksss!
@TomCushwa
@TomCushwa 2 жыл бұрын
why did you use an attribute blur node instead of just a smooth node to smooth the curve? Any advantages? Thanks
@avinashlobo
@avinashlobo 2 жыл бұрын
Mask From Geometry exists! No need to roll your own with a VOP/VEX any more.
@Josekrlos
@Josekrlos 2 жыл бұрын
Wooo!! cool tip, thank you!!
@uzaykisi1863
@uzaykisi1863 Жыл бұрын
any example tutorial video for what you have mentioned
@haggikrey7618
@haggikrey7618 Жыл бұрын
Isn't the second input of the geometryWrangle useless? The data is never accessed and it works even if I set it to none.
@vfxskull6208
@vfxskull6208 2 жыл бұрын
Thx Mo! Incredible, as always ;) You know why it works only with the Shape Match constraints? - Alvaro
@ParpaTV
@ParpaTV 2 жыл бұрын
From the changelog: Houdini 18.5.472 The Vellum Solver has a new Shape Match constraint type, which can be added to existing Vellum constraints like cloth to make objects more rigid, or be used on its own. The Vellum Constraints SOP can create these constraint types, with the typical Define Piece parameters controlling which points go into each object. NOTE: these constraints have the same NVIDIA driver requirements as Pressure constraints, as specified in the What's New Vellum section of the help.
@TheLizardKing752
@TheLizardKing752 2 жыл бұрын
My version of this uses more random extruded polygonal objects. It has a tenancy to explode after about 20 frames. How would I go about getting my shapes to at least try to stay on the xz plane instead of flying away?
@TheLizardKing752
@TheLizardKing752 2 жыл бұрын
I actually sort of fixed it by making my shapes more extruded, longer and narrower so they collide and push on that long side more. Not a solution via vellum but it works for now.
@nikhilghatnekar
@nikhilghatnekar 2 жыл бұрын
1:37 HAHAHAHA
@michaelthomas1148
@michaelthomas1148 2 жыл бұрын
My nose is bleeding!
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