Omer Pekin
omerpekin
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Recent Forum Posts
Vellum Cloth Simulation Change Simple Geo to Complex Geo Nov. 28, 2024, 3:53 p.m.
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.
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 Nov. 28, 2024, 5:35 a.m.
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
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 Nov. 2, 2024, 10:52 a.m.
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?
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?