The Vellum Solver in Houdini provides many features for interesting effects such as sticky collisions, tearing, deformable solids, and permanent bending from plastic flow.  This masterclass provides an overview of the inner workings of the Vellum Solver, then describes its use in such effects, covering topics such as graph coloring, animated constraint properties, dynamic constraints, plasticity, and soft bodies.

       INDEX

  • 0:04:25 PBD
  • 0:11:09 Integration Method
  • 0:21:18 Graph Colouring
  • 0:33:24 Solver Iterations
  • 0:44:26 Pins & Welds
  • 0:57:14 Hard Welds
  • 1:08:05 Hard Constraints - (Welding) Tearing
  • 1:33:04 Animating Constraints
  • 1:56:58 Dynamic Constraints
  • 2:24:52 Plasticity
  • 2:36:08 Soft Bodies & Grains

COMMENTS

  • Kwesikwaa 5 years, 5 months ago  | 

    Great video. super intuitive! if this had come earlier, all other vellum videos would be needless.

  • chentxo 5 years, 5 months ago  | 

    Thanks a lot! It's worth every minute.

  • Nil Estany Costa 5 years, 5 months ago  | 

    Amazing! More of this please!

  • dreamerflyer19 5 years ago  | 

    Great video!Have a confuse with the ropeloop_autopin demo about the thickness, how can make the collider sucess when setting the thicknees bigger than the distance between points like wire solver? Thanks in advanced!

  • palazzinaro 4 years, 6 months ago  | 

    I've download the scene file related to the ballons exercise (balloons_on_strings_source.hip) and it perfectly works but if I change the position of the geos the sim gives back a crazy result.

    Any ideas why vellums seems to be position sensitive?

  • Cameron W 2 years, 2 months ago  | 

    The scene files link is broken, I think...??

  • florianpruetz 11 months, 1 week ago  | 

    REALLY REALLY GOOD!
    Watched a couple of videos today that copied a lot from this.
    Big UP!

  • supplient 1 day, 22 hours ago  | 

    Very good video!
    However, I found a small flaw: the `/obj/geo1/dopnet1/add_air_impulse` node in `ballon_pop.hip` should be Run Over Detail instead of Point. This change can avoid lag.

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