So I recently watched this tutorial https://www.sidefx.com/tutorials/houdini-cloth-simulation-tutorial/ [www.sidefx.com] on cloth simulation set up. It is very helpful, but I am amazed at how well it works in the video. I'm trying to do something which I think is much simpler, and I'm having all kinds of problems with it.
My scene:
Three character objects. A head and two arms. A circular cloth with a hole for the head is constrained to the head piece. Cloth is all quads and all one piece. The character moves forward and lifts its arms up underneath the cloth. Total animation is about 70 frames. I allow 30 frames for the cloth to settle before any movement.
Main problems:
1) Spiky, jittery, popping cloth. Seems to be a result of collisions. Mainly occurs after movement of the character begins and as cloth initially settles onto character.
2) Cloth disregards collisions. At some point in the animation the cloth will just sink into the character, despite the fact that collisions are still on (and appeared to be working correctly a few frames before). It won't correct itself. I don't understand how the collision system allows this to happen. It seems this problem is worse when I make the collision radius on the cloth greater.
Things that are correct already:
1) Collision is on.
2) There is no interpenetrating geometry at the beginning of the sim.
3) Cloth neck points are constrained to head prims.
4) Dop object nodes are pointing to the right objects.
5) The character geos have normals on the verts (normal sop was added).
6) The collision mode on the static objects is set to ‘use surface collisions’. It was set to ‘use solver default’ for a bit. Not even really sure how much this matters, but use surface collisions is what the shelf tool does.)
7) Animated character geo has a trail sop before the import sop.
8) Static solver is present (again, not sure exactly what this does anyway)
9) Dop merge order is correct for the collisions.
Most of these comes from following the tutorial in the video. I did not use the shelf tool for my current set up (the shelf tool's set up gave me all the same problems, but is more confusing the way that it writes the sop paths and such)
I believe that the simulation is at least setup correctly input wise because everything is doing what it should, its just not doing it well.
Things I've tried to do:
1) Increase the substeps. I've gone up to 15. Doesn't seem to make much of a different passed 10. Seems to calm down the jittering/spiking a bit but not completely. Does not prevent the cloth sinking into the collision zones.
2) Increase the collision passes. Gone up to 10. Not much a different found here. Maybe 3 or 4 helps a bit.
3) Increased cloth resolution. The original cloth has about 2,000 prims. Actually noticed slightly better behavior dropping a subdiv to depth 2. Depth 3 was much worse (loss of collision). Go figure.
4) Adjust collision radius on cloth and static objects. Greater collision radius on the cloth seems to make the collision detection fail more.
5) Polydoctor and fuse node on the cloth sop
6) All of these in different combinations. I've run about 15 simulations adjusting all of these parameters. Haven't found a single combination yet that looks even remotely decent.
So this is kind of a depressing I must say. I have a character moving in the simplest of ways and a very simple cloth object and the resulting simulation is just a mess.
Maybe I'm doing something wrong. Maybe my objects are actually shit. Maybe I forgot to check some box. Maybe my cloth is the wrong shaped cone. All possible. Not saying the the simulation is shit, because I've seen it work well in videos and on my frames where there is no popping or bad collision it looks great. But if this cloth is really this unstable of a tool then it seriously needs more online documentation for getting it right. And it doesn't help that the cloth simulation documentation here http://www.sidefx.com/docs/houdini/cloth/fixing_cloth_problems [www.sidefx.com] is out of date (for instance, there is no collision tolerance parameter on the cloth solver itself. I've noticed lots of other inconsistencies in these pages).
Hopefully this thread can reflect the current best-practices for doing a character cloth sim in Houdini properly, in exact detail.
Unless I just made a really stupid, obvious mistake. In which case I'll go hide for awhile.