WIP - Cloth Pattern Tool [Houdini Utility]
11430 17 7- ska__man
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Hey All!
I'm currently working on an asset that in theory should make it much easier to create complex patterns for clothing in houdini.
It seems to me that making a complex pattern is today's main problem of creating clothes in houdini. The current method for sewing different pieces of a pattern with vellum drape requires the same number of points on the seams.
There is an excellent planar patch node, which implements the ability to set the number of points on the edges of the shape, which is exactly what is needed for correct seams. But with it, we can only create incredible rectangles, trapezoids and circles, while clothing patterns are quite complex shapes.
So I decided to try to improve the situation with the patterns a little)
The asset is in progress, I have some old work that proves the concept, but I took a slightly different approach.
I really hope that I will have time to make it work before the end of the competition.
The idea is this:
There is a set of polylines representing the pattern >>>
In my asset, in a multi-parameter similar to the one in vellum drape, all seams are indicated >>>
Pairwise resampling of polylines >>>
Meshing >>>
Pushing a multi-parameter to vellum drape (with button) to create attach constraints and welding of seams >>>
Constraints setup >>>
???
profit
So far I have implemented a multiparm for setting seams using python state (it was not easy, thanks to Paul and Simon for the video on python state )
Now I was planning to do resample of polylines and meshing.
I will write about my successes)
If you have any ideas - suggest!
I'm currently working on an asset that in theory should make it much easier to create complex patterns for clothing in houdini.
It seems to me that making a complex pattern is today's main problem of creating clothes in houdini. The current method for sewing different pieces of a pattern with vellum drape requires the same number of points on the seams.
There is an excellent planar patch node, which implements the ability to set the number of points on the edges of the shape, which is exactly what is needed for correct seams. But with it, we can only create incredible rectangles, trapezoids and circles, while clothing patterns are quite complex shapes.
So I decided to try to improve the situation with the patterns a little)
The asset is in progress, I have some old work that proves the concept, but I took a slightly different approach.
I really hope that I will have time to make it work before the end of the competition.
The idea is this:
There is a set of polylines representing the pattern >>>
In my asset, in a multi-parameter similar to the one in vellum drape, all seams are indicated >>>
Pairwise resampling of polylines >>>
Meshing >>>
Pushing a multi-parameter to vellum drape (with button) to create attach constraints and welding of seams >>>
Constraints setup >>>
???
profit
So far I have implemented a multiparm for setting seams using python state (it was not easy, thanks to Paul and Simon for the video on python state )
Now I was planning to do resample of polylines and meshing.
I will write about my successes)
If you have any ideas - suggest!
- Jikian
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May I recommend integrating a small bit of Python code [forums.odforce.net] to allow your users to rearrange the order of the multiparms?
- ska__man
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Jikianof course!
May I recommend integrating a small bit of Python code [forums.odforce.net] to allow your users to rearrange the order of the multiparms?
it's strange that this functionality is not in the multiparms by default...
If there is time, I will definitely add
- ska__man
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In the meantime, I have implemented pairwise polygon remesh and multiparms sending in vellum drape.
It already works with hairs
upd. it was inconvenient to press the button every time, so for all parameters in the multiparm block (group, target_group, cycle and reverse) I set a callback script that updates the multiparm in the vellum drape
It already works with hairs
upd. it was inconvenient to press the button every time, so for all parameters in the multiparm block (group, target_group, cycle and reverse) I set a callback script that updates the multiparm in the vellum drape
Edited by ska__man - 2021年9月11日 16:36:54
- BrianHanke
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Very interested to see how this develops! I'd like to use Houdini for draping, but the "equal points on both sides of a seam" thing is a deal-breaker.
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- ska__man
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Soooo. It looks like I have finished working on the main functionality. It remains to clean up the entire setup, rename the variables like f@AAA, try to get some errors from the python state аnd also make an interface for the asset.
The video below demonstrates the current capabilities.
To my surprise, it even works with pockets (at the end of the video)
The video below demonstrates the current capabilities.
To my surprise, it even works with pockets (at the end of the video)
- BrianHanke
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Whoa, this is FANTASTIC work, congrats! Bridging the gap beautifully between Marvelous Designer ease of use and Houdini power.
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- ska__man
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- ska__man
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There are a couple more ideas:
a) in the marvelous designer, when selecting lines for creating a seam, it is important where the cursor will be on the line. This is necessary to unambiguously determine the "direction" of the seam (see the picture below). I think it is quite possible to do this in the python state and then not be distracted by reverse toggles
b) When making a pattern, it is very difficult to immediately guess the different local sizes (T-shirt length, sleeve length, waist width, etc.). And in order not to recount the vellum drape every time (patterns can be very complicated), you can somehow change the pattern after it, when the clothes are already on the character.
The gif below shows the idea
c) it is necessary to be able to stitch 1 primitive with two or more. But I definitely won't have time for this(
a) in the marvelous designer, when selecting lines for creating a seam, it is important where the cursor will be on the line. This is necessary to unambiguously determine the "direction" of the seam (see the picture below). I think it is quite possible to do this in the python state and then not be distracted by reverse toggles
b) When making a pattern, it is very difficult to immediately guess the different local sizes (T-shirt length, sleeve length, waist width, etc.). And in order not to recount the vellum drape every time (patterns can be very complicated), you can somehow change the pattern after it, when the clothes are already on the character.
The gif below shows the idea
c) it is necessary to be able to stitch 1 primitive with two or more. But I definitely won't have time for this(
- ska__man
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- volodXYZ
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Fantastic work! You should continue to work on this even after the Tech Art Challenge, as it could become a real powerhouse workflow for clothes.
Maybe these will provide inspiration/further motivation:
https://youtu.be/aaAJNRqpf04?t=380 [youtu.be]
https://github.com/LucaScheller/VFX-LYNX [github.com]
Cheers!
Maybe these will provide inspiration/further motivation:
https://youtu.be/aaAJNRqpf04?t=380 [youtu.be]
https://github.com/LucaScheller/VFX-LYNX [github.com]
Cheers!
- ska__man
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- BrianHanke
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Just made a simple shirt and I'm very impressed. Great work! I'll put together a more complicated drape in the next few days for a real stress test.
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- ska__man
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- BrianHanke
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Nothing fancy here, but I figured out a simple and flexible node tree. This COMPLETELY fixes the awful seam problem with the built in Houdini drape tools. Perfect. And being able to go back to the original pattern, modify the design, and rerun the sim is fantastic.
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- windwolfx23
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- BrianHanke
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It was sooooo good.
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