beginner cloth sim

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Hi it's my first post here. I'm also coming here from maya.
I'm following a tutorial but it seems to use H9 or older, since it has 8 cloth tools while my H10 has more, and some nodes look slightly different.

Ok, the tutorial shows a grid pre-separated into some pieces. It's one object with multiple “shells” or disconnected patches.

I create a 2nd object, obj import the grid. Go up, apply cloth to this object. I'd assume springs connect vertices with edges btw them and don't put springs btw non connected vertices. I checked everything, group, no group, cloth properties etc. It doesn't fly like leaves but as a single grid cloth, and I can't find any spring related info.

H10.0.374 if the cloth behavior is any different?
http://www.gophercg.com [gophercg.com]
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Here's the scene, it's for a Houdini version that didn't have tear tools (turn off the cache ROP to simulate).
So when I use H10 to replicate the effect the cloth solver doesn't respect separate connectivity (or prim group?).

On the obj_import node I made sure I can select prim groups properly, so somewhere in the DOPnet the groups disappeared. Does dop not import groups, but only pure geometry?

tried most of the settings, crashed it several times (geo error?), I'm now guessing the DOPnet alters the geometry somewhere. I found tearing works fine, but doesn't follow any borders of my primitive groups. If I only obj_import a few groups physically separated (far enough i think), then the pieces fly off individually. This might be a threshold issue.

Stitch/seam tools are confusing to me but maybe I can convert group to seam? :shock:

Attachments:
cloth_old_01.hipnc (154.5 KB)

http://www.gophercg.com [gophercg.com]
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Hi

Inside the cloth object asset, there are two fuse nodes that
are preventing your simulation from working properly.
I disabled them for you in the attached file.
The fuse SOPs are located in convertrestgeometry and convertinputgeometry inside clothconfigureobject1 inside
geo_cloth_pieces in the DOP network.

These fuse sops were placed there with the intention of removing
degenerate geometry, but they're obviously causing problems for you.

This is bug 36556

Michiel

Attachments:
cloth_old_no_fuse.hipnc (275.6 KB)

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Hey mate thx a ton! been away for awhile, but got a chance to revisit it. Another guy was asking this as well (Peter Claes' nice dvd was for 9 i think).

I didn't know I can open the cloth object.
The right click menu's got allow editing contents,match content def
So once I manually changed it like the file, it all works. I suppose the latter means reverting to previous type definition, so I should touch that after making changes to cloth obj? Or would it run slower if I keep the custom fixed node open?

Here's the H10 test btw, thanks again!
http://www.youtube.com/watch?v=UVCT45NmwGg [youtube.com]


http://www.gophercg.com [gophercg.com]
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After making your custom changes, you shouldn't have to do anything.
Leaving the node “edited” won't make your simulation run slower.

Michiel
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