8/17/2023 0 Comments Sidefx houdini rbd motion problemYou can now stitch points onto primitives instead of just on other points. They have also added per-point collision grouping so you can chose which parts of your vellum simulation you would like to collide with your geometry. Sidefx has also improved the way Vellum handles collision objects and reduces tangling between objects. You will have to adjust accordingly if you are using something different like grains. Also, remember the default density on the Vellum Constraint node is set to work with cloth. You can also use Calculate Varying which will automatically shrink the pscale for you. You can now manually adjust the mass and thickness with a Calculate Uniform option. When you now adjust the mass, scale, other parameters, or topology, Houdini will now allow you to manually adjust some of parameters that were locked in default in 17.5. The first major update to Vellum was the improvement of how it handles high and low res meshes. My last article was done with Houdini 17.5. I thought it might be good to do a quick summary on these before moving forward. In Houdini 18, Sidefx made several updates to vellum to improve it's overall function. As well as some attributes and tricks you can remember to use in your vellum creation. Here we go. As well as how to create a vellum workflow that will be less time consuming and more realistic. Here I'll talk about how you can use vellum more successfully in productions. In my first vellum article I talked about some basic knowledge you can use in your in your vellum setups.
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