Polyfolding – Part 1

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This is the first part of a two part tutorial. Part two will be available soon.

Polyfolding is an interesting effect where you split up an object to individual bands and make them curl up. It can be used to disintegrate an object or make it appear from nothing. To achieve the curling behaviour some matrix math is needed. All primitives are treated like individual objects, with their own distinct transfomation matrix attached. Then, they can be put into a hierarchical relationship to make the successive curl happen.

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Quicktip: Double Pendulum In Vellum

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Another one of those physics/math/CG tropes is the double pendulum: Take a standard pendulum (one arm that can rotate around one or more axis) and attach another pundulum to its end. The fascination for this contraption comes from the fact that it behaves extremely different depending on its initial condition.
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Implementing A Position Based Cloth Solver From Scratch

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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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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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