Implementing A Position Based Cloth Solver From Scratch

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Tutorials
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Position Based Dynamic effects are quite popular today as these provide us with fast, predictable and stable simulations. Houdini comes with PBDs packaged inside of the “Grains” node and with H17 with XPBD inside of the vellum solver. This video shows how to implement one of the ancestors of the PBD technique. The idea comes from an aritcle on gamasutra called Advanced Character Physics
By implementing this Verlet based cloth solver we gain quite some insight in the principles behind Position Based Dynamics.

Nerd Rant: DOPs

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Nerd Rant
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Recorded back in October when Mo was cranky due to reasons, Manu decided to discuss his (then) favorite topic when it comes to Houdini: DOPs. Turns out it is not so much Mo’s favorite topic. Watch this nerd rant to see us being cranky and stupid about dynamics in Houdini.
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Houdini 17 Quicktip: Packing Geometry Using the UV-Layout SOP

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Tutorials
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W ith the Houdini 17 party still going, let’s have a look at a somewhat hidden gem in H17’s tools: The UV-Layout SOP. “Wait! I don’t care about ’em UVs!” you might say. We hear you, but they are not really the focus of this tutorial. The very same tech underpinning decent UV layouts can be hijacked and used to pack something other than UV Islands. That’s right, we’re talking geometry packing!
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Houdini 17 Is Here – A Quickstart to Vellum

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Tutorials
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One of the most exciting features that Houdini 17 introduces is Vellum: A new simulation framework based on XPBD. (Extended Postion Based Dynamics – In essence grains on steroids.) That means stable and fast simulation of (almost) everything softbody: Cloth, Wires and well – softbodies. In this quickstart series we’ll take you through the bare basics of how to get started using Vellum.
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Create and Simulate a Procedural Rope

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Tutorials
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Today we’ll create a procedural rope and simulate it using the grain solver. There are always many different ways to achieve stuff in Houdini. In this tutorial I chose the VEX route to generate the rope. This gives a nice self-contained node that can easily be turned into a digital asset. The procedural rope is then deformed to a simulated wire using wire deform.

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Nerd Rant: Render Engines

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Nerd Rant
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There are many render engines out there nowadays and it’s not easy to choose the right one. CPU or GPU, biased or unbiased. In this video we discuss the pros and cons of different render engines from our humble point of view. As a bonus we talk about LUTs and view transforms.