Knitting in 3D – Building a UV deformer

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Knitting in 3D is quite popular these days. Although it is not too hard to achieve, building a knitting setup presents some challenges to the TD. In this tutorial Manuel shows you one way of modeling a knitted 3D object and a method of making the knit conform to the animated mesh.

On top of this foundation the setup can be extended to feature secondary yarns, yarn colors and strand rendering. Ideas how to achieve these effects can be found in the attached artwork scene file.

Download the assets used in the demo files
Download the start scene
Download the artwork file

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17 Comments

  1. Pingback: Creating Knitting in Houdini 3d Building a UV Deformer

  2. You could avoid this super complicated extrude/bool/polyline reconstruction setup by just saving @P.y into a separate attribute before the extrude and lay down everything flat. Then do the extrude and bool and delete all the points after the bool, which are > 0 in P.y … That’s much faster and you can reuse the saved attribute for P.y again at the end to recalc the height. Much faster, more reliable and versatile and cleaner network.

    • Manuel says

      Hi Philipp, Thanx for this idea. But would it really work? After deleting the points that are above 0 in Y, you would face the same situation as in my setup, wouldn’t you? Points in the wrong order, as the bool creates new points and messes up point order. How would you takle this problem and reconstruct the polylines?

      • By removing the points in a wrangle you should be left with a polyline again, no need to reconstruct the prims. Here is a hip: https://we.tl/atsABbyZoj

        Just one of a lot of ways how to tackle this, as always in houdini. But in this case it is worth it I think, altough your setup might have more educational value as there is more stuff in it 🙂

          • Manuel says

            Thanx Philipp, I will have a look add soon as I get home. Never liked the messy solution:-)

          • Manuel says

            Hi Phillip, I had a look at your file. Thanx again for taking the time to look into this. But your method only works half ways. For use with the polywire it’s fine. But unfortunately you’re left with polylines made up of multiple primitives with your method. The order is lost. So creating secondary curves or even coloring the strands along curveu is not possible anymore. To do somthing like this, you would have to fall back to the same messy tricks I used to restore the point order.

    • Manuel says

      Thank you so much Jonah for pointing the “Intersection Stitch” node out to me. I had no idea that this exists. Neither, about the “Intersection Analysis”. Are these two new to H16? Simplifies the setup quite a bit. Good to have two more nodes in the arsenal!

      • They are new to h16. Pretty powerful too. I remember hearing somewhere that the code under the hood is entirely different than the new Boolean, which is probably why they’re kept as separate nodes. In typical houdini fashion they’re cryptically named and buried away, so nobody knows of them!

  3. You can use the timewarp node with the input set to 1-1 and output to $FSTART – $FEND and the extends set to hold instead of putting in the rop output / file input nodes. Useful for caching sop work without having as much in your geo directory.

  4. Andrew Hopper says

    You have no idea how long i have been waiting for this! your amazing!
    do you know of pingo’s knitbox? I really want to be able to have control like he has in this.

  5. Henry Peters says

    Hi Manual, Thanks for the great tutorial. I learn a lot of your tutorials and there is a lot to learn! On the vimeo channel arjanM posted his own version. It’s very fast. I’ve used you’re nodes to create the strands. But i can’t get it working. Looks like it has to do with the input format. Can you help me further? Here is the link to my file. On the left side your tree and on the right the alternative: https://www.dropbox.com/home/Public?preview=Knit-alternative_v0100.hipnc

  6. Henry Peters says

    I’m trying to put a texture on the knit (with the strands as in your final version) using the uv map. But can’t get it done. Would be nice if you could do a tutorial for that?

  7. Pingback: module 1 retrospective – Ruiting Wang – MA VFX (3D)

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