BrianHanke
Just made a simple shirt and I'm very impressed. Great work! I'll put together a more complicated drape in the next few days for a real stress test.
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SideFX Labs Tech Art Challenge 2021 » WIP - Cloth Pattern Tool [Houdini Utility]
- ska__man
- 13 posts
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SideFX Labs Tech Art Challenge 2021 » WIP - Cloth Pattern Tool [Houdini Utility]
- ska__man
- 13 posts
- Offline
Thank you all for your feedback. This month has been a challenge. This asset is my magnun opus
Published a post in the Best Houdini Utility Entries thread. You can test it
Published a post in the Best Houdini Utility Entries thread. You can test it
SideFX Labs Tech Art Challenge 2021 » Best Houdini Utility Entries
- ska__man
- 13 posts
- Offline
Hey All!
I'm glad to present my asset for creating clothes.
Description
It seems to me that making a complex pattern is today's main problem of creating clothes in houdini. The current method for sewing different pieces of a pattern with vellum drape requires the same number of points on the seams.
There is an excellent planar patch node, which implements the ability to set the number of points on the edges of the shape, which is exactly what is needed for correct seams. But with it, we can only create incredible rectangles, trapezoids and circles, while clothing patterns are quite complex shapes.
So I decided to try to improve the situation with the patterns a little)
Features
Use cases
- Creating complex clothing patterns
------------------------------------------------------------------------------
Hope it will be useful to someone.
https://www.sidefx.com/forum/topic/80721/ [www.sidefx.com] - WIP is located here, most likely, I will post updates there
https://drive.google.com/drive/folders/1AKDi5CcHTWVIwrdr7h71RDpNOkUoZOKa?usp=sharing [drive.google.com] - more examples
The video below is in Russian, there are subtitles
I'm glad to present my asset for creating clothes.
Description
It seems to me that making a complex pattern is today's main problem of creating clothes in houdini. The current method for sewing different pieces of a pattern with vellum drape requires the same number of points on the seams.
There is an excellent planar patch node, which implements the ability to set the number of points on the edges of the shape, which is exactly what is needed for correct seams. But with it, we can only create incredible rectangles, trapezoids and circles, while clothing patterns are quite complex shapes.
So I decided to try to improve the situation with the patterns a little)
Features
- Pairwise resampling of curves to meet the requirements of vellum drape
- Selecting seams with python state
- Automatic sending of seams to vellum drape
- Visualization of future seams using guides
Use cases
- Creating complex clothing patterns
------------------------------------------------------------------------------
Hope it will be useful to someone.
https://www.sidefx.com/forum/topic/80721/ [www.sidefx.com] - WIP is located here, most likely, I will post updates there
https://drive.google.com/drive/folders/1AKDi5CcHTWVIwrdr7h71RDpNOkUoZOKa?usp=sharing [drive.google.com] - more examples
The video below is in Russian, there are subtitles
Edited by ska__man - Sept. 30, 2021 10:35:43
SideFX Labs Tech Art Challenge 2021 » WIP - Cloth Pattern Tool [Houdini Utility]
- ska__man
- 13 posts
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Now, depending on where the cursor was at the moment of selecting the primitive, the "seam direction" is set
It seems that it's time to try the asset yourself and make a couple of examples before the deadline
It seems that it's time to try the asset yourself and make a couple of examples before the deadline
SideFX Labs Tech Art Challenge 2021 » WIP - Cloth Pattern Tool [Houdini Utility]
- ska__man
- 13 posts
- Offline
There are a couple more ideas:
a) in the marvelous designer, when selecting lines for creating a seam, it is important where the cursor will be on the line. This is necessary to unambiguously determine the "direction" of the seam (see the picture below). I think it is quite possible to do this in the python state and then not be distracted by reverse toggles
b) When making a pattern, it is very difficult to immediately guess the different local sizes (T-shirt length, sleeve length, waist width, etc.). And in order not to recount the vellum drape every time (patterns can be very complicated), you can somehow change the pattern after it, when the clothes are already on the character.
The gif below shows the idea
c) it is necessary to be able to stitch 1 primitive with two or more. But I definitely won't have time for this(
a) in the marvelous designer, when selecting lines for creating a seam, it is important where the cursor will be on the line. This is necessary to unambiguously determine the "direction" of the seam (see the picture below). I think it is quite possible to do this in the python state and then not be distracted by reverse toggles
b) When making a pattern, it is very difficult to immediately guess the different local sizes (T-shirt length, sleeve length, waist width, etc.). And in order not to recount the vellum drape every time (patterns can be very complicated), you can somehow change the pattern after it, when the clothes are already on the character.
The gif below shows the idea
c) it is necessary to be able to stitch 1 primitive with two or more. But I definitely won't have time for this(
SideFX Labs Tech Art Challenge 2021 » WIP - Cloth Pattern Tool [Houdini Utility]
- ska__man
- 13 posts
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BrianHankeThanks!
Whoa, this is FANTASTIC work, congrats! Bridging the gap beautifully between Marvelous Designer ease of use and Houdini power.
SideFX Labs Tech Art Challenge 2021 » WIP - Cloth Pattern Tool [Houdini Utility]
- ska__man
- 13 posts
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Soooo. It looks like I have finished working on the main functionality. It remains to clean up the entire setup, rename the variables like f@AAA, try to get some errors from the python state аnd also make an interface for the asset.
The video below demonstrates the current capabilities.
To my surprise, it even works with pockets (at the end of the video)
The video below demonstrates the current capabilities.
To my surprise, it even works with pockets (at the end of the video)
SideFX Labs Tech Art Challenge 2021 » WIP - Cloth Pattern Tool [Houdini Utility]
- ska__man
- 13 posts
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In the meantime, I have implemented pairwise polygon remesh and multiparms sending in vellum drape.
It already works with hairs
upd. it was inconvenient to press the button every time, so for all parameters in the multiparm block (group, target_group, cycle and reverse) I set a callback script that updates the multiparm in the vellum drape
It already works with hairs
upd. it was inconvenient to press the button every time, so for all parameters in the multiparm block (group, target_group, cycle and reverse) I set a callback script that updates the multiparm in the vellum drape
Edited by ska__man - Sept. 11, 2021 16:36:54
SideFX Labs Tech Art Challenge 2021 » WIP - Cloth Pattern Tool [Houdini Utility]
- ska__man
- 13 posts
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Jikianof course!
May I recommend integrating a small bit of Python code [forums.odforce.net] to allow your users to rearrange the order of the multiparms?
it's strange that this functionality is not in the multiparms by default...
If there is time, I will definitely add
SideFX Labs Tech Art Challenge 2021 » WIP - Cloth Pattern Tool [Houdini Utility]
- ska__man
- 13 posts
- Offline
Hey All!
I'm currently working on an asset that in theory should make it much easier to create complex patterns for clothing in houdini.
It seems to me that making a complex pattern is today's main problem of creating clothes in houdini. The current method for sewing different pieces of a pattern with vellum drape requires the same number of points on the seams.
There is an excellent planar patch node, which implements the ability to set the number of points on the edges of the shape, which is exactly what is needed for correct seams. But with it, we can only create incredible rectangles, trapezoids and circles, while clothing patterns are quite complex shapes.
So I decided to try to improve the situation with the patterns a little)
The asset is in progress, I have some old work that proves the concept, but I took a slightly different approach.
I really hope that I will have time to make it work before the end of the competition.
The idea is this:
There is a set of polylines representing the pattern >>>
In my asset, in a multi-parameter similar to the one in vellum drape, all seams are indicated >>>
Pairwise resampling of polylines >>>
Meshing >>>
Pushing a multi-parameter to vellum drape (with button) to create attach constraints and welding of seams >>>
Constraints setup >>>
???
profit
So far I have implemented a multiparm for setting seams using python state (it was not easy, thanks to Paul and Simon for the video on python state )
Now I was planning to do resample of polylines and meshing.
I will write about my successes)
If you have any ideas - suggest!
I'm currently working on an asset that in theory should make it much easier to create complex patterns for clothing in houdini.
It seems to me that making a complex pattern is today's main problem of creating clothes in houdini. The current method for sewing different pieces of a pattern with vellum drape requires the same number of points on the seams.
There is an excellent planar patch node, which implements the ability to set the number of points on the edges of the shape, which is exactly what is needed for correct seams. But with it, we can only create incredible rectangles, trapezoids and circles, while clothing patterns are quite complex shapes.
So I decided to try to improve the situation with the patterns a little)
The asset is in progress, I have some old work that proves the concept, but I took a slightly different approach.
I really hope that I will have time to make it work before the end of the competition.
The idea is this:
There is a set of polylines representing the pattern >>>
In my asset, in a multi-parameter similar to the one in vellum drape, all seams are indicated >>>
Pairwise resampling of polylines >>>
Meshing >>>
Pushing a multi-parameter to vellum drape (with button) to create attach constraints and welding of seams >>>
Constraints setup >>>
???
profit
So far I have implemented a multiparm for setting seams using python state (it was not easy, thanks to Paul and Simon for the video on python state )
Now I was planning to do resample of polylines and meshing.
I will write about my successes)
If you have any ideas - suggest!
Technical Discussion » Vellum TetStretch constraint rest length scale work wrong
- ska__man
- 13 posts
- Offline
Hi everyone!
It seems to me that the rest length scale(in vellum constraint property dop) is not working correctly or I'm don't understand logic. So help me please!
When I increase Rest Length Scale parameter in Vellum Constraint sop, after solving, I get an object scaled by the value of the parameter. It doesn't matter if the preserve volume save mode is turned on.
But when I increase Rest Length Scale parameter in Vellum Constraint Property dop, in this case this parameter increase f@restlength = volume of tet. The difference is visible on the first gif
I tried to figure it out on my own and it seems I realized that the problem is that 3@restmatrix describing the shape of the tetrahedron is calculated only at the beginning of the simulation.
I tried to fix it by recounting 3@restmatrix every frame. Now the object does not increase in volume, but in bounding boxing, but artifacts occur at the beginning of the simulation.
But there is one more problem. When an object consists of at least several tetrahedrons, with an increase the rest length scale in vellum constraint property, strange forces arise that cause the object to move and rotate. I'm scared. This issue is visible on second gif.
Сan someone explain how to properly increase tetretch geometry with Vellum Constraint Proprty dop without bugs?
Thank you!
It seems to me that the rest length scale(in vellum constraint property dop) is not working correctly or I'm don't understand logic. So help me please!
When I increase Rest Length Scale parameter in Vellum Constraint sop, after solving, I get an object scaled by the value of the parameter. It doesn't matter if the preserve volume save mode is turned on.
But when I increase Rest Length Scale parameter in Vellum Constraint Property dop, in this case this parameter increase f@restlength = volume of tet. The difference is visible on the first gif
I tried to figure it out on my own and it seems I realized that the problem is that 3@restmatrix describing the shape of the tetrahedron is calculated only at the beginning of the simulation.
I tried to fix it by recounting 3@restmatrix every frame. Now the object does not increase in volume, but in bounding boxing, but artifacts occur at the beginning of the simulation.
But there is one more problem. When an object consists of at least several tetrahedrons, with an increase the rest length scale in vellum constraint property, strange forces arise that cause the object to move and rotate. I'm scared. This issue is visible on second gif.
Сan someone explain how to properly increase tetretch geometry with Vellum Constraint Proprty dop without bugs?
Thank you!
Edited by ska__man - March 29, 2020 16:09:49
Technical Discussion » Can't align my capture poses
- ska__man
- 13 posts
- Offline
goldfarb
could one of you (or both) file a bug and include your hip file/HDA?
thanks
Hi goldfarb! Here is my scene
Technical Discussion » Can't align my capture poses
- ska__man
- 13 posts
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Hello everyone!
Recently I finished an excellent cource on rigging by MICHAEL GOLDFARB. I decided to go ahead and create skin weights on my character but there was a problem:
I can't align my capture posesin the edit / objects / capture pose mode, the wrong location is the capture pose. The tool align capture pose does not work. All capture regions are in their places.
I think the problem is the blend constraints that connect bones and their controls, because when I remove chop inside bone, capture pose stands on the right position
In 2nd screenshot, I display the capture regions of some bones, along which the align capture pose tool should align the capture pose. But this is not happening. Help, what could be the problem?
Recently I finished an excellent cource on rigging by MICHAEL GOLDFARB. I decided to go ahead and create skin weights on my character but there was a problem:
I can't align my capture posesin the edit / objects / capture pose mode, the wrong location is the capture pose. The tool align capture pose does not work. All capture regions are in their places.
I think the problem is the blend constraints that connect bones and their controls, because when I remove chop inside bone, capture pose stands on the right position
In 2nd screenshot, I display the capture regions of some bones, along which the align capture pose tool should align the capture pose. But this is not happening. Help, what could be the problem?
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