Week 8 : Houdini Lesson 8 (soft bodies)

This lesson was all about how to use the Vellum Solver which create soft bodies. There was quite a lot to this lesson that I did as I really enjoyed the process and the outcomes I got. There were 3 parts to this lesson which I did. First was the ballon, the flag and then the hairy crab.

  • CfX – big subject
  • soft body (cloth, muscle, blob, skin, anything that deforms) vs rigid body

Making Cloth:

  • geo – solver
  • vellum solver node – gives accurate results, use it only in specific cases
  • solver node
  • pyro solver – one of the oldest solvers
  • vellum solver links to vellum constraint
  • cloth mode
  • more polygons means the grid looks more like a cloth
  • better to use triangles using a divide node
  • constraint number is important on solver of how cloth works. Not too high to save simulation time
  • FI – Houdini help
  • add wind
  • point deform node – uses lattice points
  • input 1 – object, 2 – rest position / guide mesh, 3 – animation
  • normals node
  • remesh node creates a proxy
  • re apply simulation on original mesh?
  • cloth deform node
  • cloth capture node – skinning
  • lower radius
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