Omer Pekin

omerpekin

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Houdini Engine

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Recent Forum Posts

Vellum Cloth Simulation Change Simple Geo to Complex Geo 2024年11月28日15:53

Hello,

Thank you very much for your help.

This was very helpful in general and yes, I didn't realize I was mixing the inputs at pathdeform...


I tried to simulate both with hairs and curves and with grid and then used pathdeform. When I simulated with hairs, of course I suddenly had a lot of flying single 'pipes' and it didn't give me the result I aimed.

So I used surfaces to simulate, I used pointdeform to map bunch of splines on these surfaces and I sweeped them.

The path deform didn't work but I followed Entagma tutorial recreating the pathdeform with pointwranlges.

https://www.youtube.com/watch?v=Qj4qX7TBKZc&ab_channel=Entagma [www.youtube.com]


Again, thank you very much for your reply.

Vellum Cloth Simulation Change Simple Geo to Complex Geo 2024年11月28日5:35

Hello,

I am trying to simulate a geometry in vellum with cloth constraints.

When I use multiple simple grids with fairly high subdivisions, I manage to get good results. However, when I try to simulate the same with gigh polycount geometry (an array of cylinders) I end up having very long cache times. So it has been very hard to update the vellum simulation (forces like wind etc.)

Is there a way to simulate with a grid and change these after the simulation to more complex geometry?

I tried to use point deform, however the results are quite bad.
I looked in to vellum rest blend but I believe it is not that helpful, since I need to input same amount of polycount at the begining.

Am I doing something wrong? How can I be more efficient?

Thanks in advance
Omer

Pathdeform on rotated curves 2024年11月2日10:52

Hello,

I have a vellum hair simulation, quite basic simulation.

I have created a line, I scattered points on a grid and copied these lines on to the grid and fed them into Vellum.

Following this, I created an object and I am using pathdeform to map these objects on the curves.

All went quite good, until I decided to randomly rotate the initial curves...

I managed to rotate with an Attribute Wrangler, I also tried Scatter-And-Align nodes, it works... However my pathdeform results look quite awkward (misaligned). I tried to copy the attribute of the initial random rotations and tried to scale the rotation with this attribute but it didn't went well.

How should I rotate pathdeform so that it aligns with my rotated curves?