for those who dont have exoside quad remesher you can get a similar result with setting the point radius scale in vdbfromparticle to 0.15 and adabtivity value in convert vdb to 1.5 its not perfect but it will do :)
it's frustrating to know that c4d and even blender i think have a similar "remesh to quads" feature, that's not separate from the main software, unlike Houdini.
I am just stsrting to learn this software , this is the first tutorial which have watched. Its in very detsils with good speed , could you guide which more things are needed to make the visuals as yours in the thb nail?
New subscriber here! I already bought the shapes about one week but I didn't know who made them till I saw your tutorial, Great tutorial, what about the texturing/lighting/rendering parts :D!
Watched this tutorial a few times to really try understand the process - it’s so well explained ! I completely fall apart at the attribute wrangle section however as I simply don’t understand VEX. I don’t like to just copy from tutorials if I don’t understand what I’m doing as that’s not practical from a production POV. Any chance you can explain the steps to recreate from a VOP level?
I also had problems with VEX in the beginning. But it’s such a fundamental and powerful part of Houdini, that I would highly recommend to take the time and learn it. VOP and VEX use the same concepts, the one uses visual programming (VOP), the other code (VEX). But the basic operation does not change. So if you understand the operation in VOP, you also understand it in VEX and the other way around. Write each line of code, read the documentation of the used functions and you will understand, what’s going on.
How would i go about assigning different materials to each of the objects in Solaris? They seem to get imported as one single object using the SOP import.
Thank you for the great tut !!! But may i ask you something ? This: > @restlength = lerp(@restlength, @restlength*chf("restscale"), @mask); Is not working for me, many errors there :( How can i fix this ? Am i blind? 😂
I'm day 0 on Houdini and want to just understand the workflow... You modeled and set up the simulation in Houdini, but then exported that to C4d to add materials and to render? So is the export of Houdini a mesh that has rendered "keyframes" from the simulation, so you can add materials to it on top of that?
Thanks for sharing! wanted to ask you... did you have to buy quadremesher or does it come with houdini? and what version of houdini are you using, indie?
there is another way to drive a vellum param through attrs?, it should be as that easy as write @mask in the rest length scale param but it doesn't work. I also tried with using a fit01(@mask,1,5) in the param but doesn't work. I think people uses vellum constraint properties node to do this but Idk how it works
Thank you for this! This is great! How would I go about animating the restlengthscale? I know it can be done only through the vellumconstraintproperty inside the solver, but can't seem to figure out how to bring the @mask attribute in and behave similarly to your setup.
So you would need to go into the Vellum Solver and lay down a vellumconstraintproperties node, like it recommends in the comment. On that node you can specify a group and animate the restlength scale there! :) I can also recommend Entagmas balloon "Silly Pillow" tutorial for more information
@@graphicINmotion Thank you and last question sorry I'm new to houdini. Would there be a way to select the edges for the seams in a procedural way ? Like the group node let's say to select by random chance but to select random edge loops that are connected and closed ? Thank you
@@albanl8979 in Houdini there is usually a way for everything. In this case the group by expression node could help. But for the expression that would select random edge loops, you would have to ask one of the VEX pros out there.
I've got one question! How do I simulate them falling on another Object, e.g. a Floor? The Pillows just become as Flat as a Handkerchief that had a drunk night out and are done with life, a little unsure what Attributes I'd need to change and/or if I need to add a Constraint then? I'd appreciate a response on this, if you don't have time for that just let me know (please) and I'll try to find another way. Thanks Roland
You can just take the pillows geometry and create a new softbody simulation. Or you try to add strut constraints to the balloon setup, but this will change the inflation.
Hello! Great tutorial for someone like me who is a literal beginner just starting out. Can I ask how I might go from here (after making the simulation) to assign materials to each of the cross shapes individually? I've found some cool materials/textures online that I downloaded, but im not sure how to go about specifying them for each, when these shapes are within one geometry node. Thanks!
You need to put down a unique "name" node for each of the shapes before they go into the vellum sim. Then after the sim you can use a "blast" node to select those names individually and isolate each shape.
I am getting an error with quadremesher from labs. Do you know how to solve it? I can copy paste the text , but it is quite extensive for a yt thread. Thank you
Man, can i model something, create the UV and selection, and export that info to Houdini ? looks more simple model and UV in Blender and import to Houdini than create everything in Houdini...