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12:26 p.m.
Hey, zhang xiao
Cloth doesn't collide with cloth because wires require SDF for collision
calculation. That wouldn't be much of a problem for non-manifold cloth
objects, but for sheets of cloth...
I did manage to get around without wires by turning a low-res version of my
ropes into cloth.
Cheers
On Fri, Mar 8, 2013 at 12:00 PM, <sidefx-houdini-list-request at sidefx.com>wrote:
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Today's Topics:
1. Re: Cloth H12 in Production (Rafael Santos)
2. Re: Cloth H12 in Production (zhang xiao)
----------------------------------------------------------------------
Message: 1
Date: Thu, 7 Mar 2013 12:28:12 -0500
From: Rafael Santos <rafaels at gmail.com>
Subject: Re: [Sidefx-houdini-list] Cloth H12 in Production
To: sidefx-houdini-list at sidefx.com
Message-ID:
<
CACXuy4qk0hxKEFKc35UaycTaP1aYJb46-ZaJA3XU27JSv0Ar0Q at mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-1
Hey, Brian
I've used H12 Cloth heavily in one show, simulating sails and ropes for
boats and it worked quite smoothly for the most part. One time I had a lot
of problem with one shot but it turned out that my rest mesh and the sim
mesh didn't match and it took a long time searching every possible solution
until I figured that out... which was kinda dumb of me though.
Besides that, my sim times were not long at all. I had my setup divided
into 4 passes where 3 of them needed to happen in order: Main sail
deformations (basically wind and boat motion); tassels attached to the
sail; ropes attached to bottom of sail; and long rops from mast to boat.
Each one of these steps had it's own DOP network and the sim times varied
from 15 minutes to a couple of hours per step when all went fine.
Now, even though Cloth is quite fast these days, I'd still prepare a
low-res version of you cloth objects prior to simulation. You can then use
the cloth capture/deform workflow in SOPs to transfer the deformation quite
easily. In order to get nice plastic deformations you'll need balance the
mesh resolution with the detail you want to get out of it, then jack up the
material properties knowing that it tends to slow things down. Other than
that you just have to control your plastic threshold and plastic flow rate.
Lastly, cloth deformations don't preserve volume by default, but depending
on your needs that might not be a problem.
Cheers
> Message: 1
> Date: Wed, 6 Mar 2013 17:50:06 +1300
> From: Brian Goodwin <brian.r.goodwin at gmail.com>
> Subject: [Sidefx-houdini-list] Cloth H12 in Production
> To: sidefx-houdini-list at sidefx.com
> Message-ID:
> <
> CAPWfJPaZjUroVF-3ht8kG-U_rMUadmZ_ecw0xw8tdG3JxG29mw at mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> Hey all
>
> I'm trying to achieve very simple deformation where a character needs to
> deform a digital set, around 10-20k poly mesh and I'd like to be
> plasticity.
>
> All the example files point me in the direction of its usability but I
was
> wondering if anyone could provide some insight into where Houdini Cloth
has
> been used in production.
>
> I haven't used cloth since H10, and I was wondering are people using H12
> Cloth for this sort of thing ?
>
> Perhaps any do's and dont's?
>
> Some sim length times etc?
>
> Thanks in advance.
>
>
> Brian Goodwin
>
> Lead FX TD
> Weta Digital
>
>
> ------------------------------
>
> Message: 2
> Date: Tue, 5 Mar 2013 22:23:28 -0700
> From: Alvaro Castaneda <varomix at gmail.com>
> Subject: Re: [Sidefx-houdini-list] Cloth H12 in Production
> To: "sidefx-houdini-list at sidefx.com" <sidefx-houdini-list at
sidefx.com>
> Message-ID:
> <CALMuYUjynSpQ=yAj+-psVDypHG+DrNPACq3=
> VpZzO_HM8E5s8g at mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> Hey Brian
> if you haven't seen this you might want to take a look
> is recent and has lots of stuff
>
> *Masterclass Cloth*
>
>
http://www.sidefx.com/index.php?option=com_content&task=view&id=2...
>
> cheers
>
>
> .:varomix:.
> MIX Studio
> 3D Artist/Generalist TD
> varomix at varomix.net <varomix at gmail.com>
> Contact Me [image: Linkedin] <http://mx.linkedin.com/in/varomix>[image:
> Facebook] <http://www.facebook.com/varomix>[image:
> Twitter]<http://www.twitter.com/varomix>
>
>
>
> On Tue, Mar 5, 2013 at 9:50 PM, Brian Goodwin <brian.r.goodwin at gmail.com
> >wrote:
>
> > Hey all
> >
> > I'm trying to achieve very simple deformation where a character needs
to
> > deform a digital set, around 10-20k poly mesh and I'd like to be
> > plasticity.
> >
> > All the example files point me in the direction of its usability but I
> was
> > wondering if anyone could provide some insight into where Houdini Cloth
> has
> > been used in production.
> >
> > I haven't used cloth since H10, and I was wondering are people using
H12
> > Cloth for this sort of thing ?
> >
> > Perhaps any do's and dont's?
> >
> > Some sim length times etc?
> >
> > Thanks in advance.
> >
> >
> > Brian Goodwin
> >
> > Lead FX TD
> > Weta Digital
>
------------------------------
Message: 2
Date: Thu, 7 Mar 2013 09:44:24 -0800
From: zhang xiao <zhangxiao6776 at gmail.com>
Subject: Re: [Sidefx-houdini-list] Cloth H12 in Production
To: sidefx-houdini-list at sidefx.com
Message-ID:
<
CAHZ8ybuXQ35xkZksFtZ2O1joq7j4uiptMfr0XciZw6qBWWM-RA at mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-1
one thing i wish to be added to cloth object is collision with wire object,
seems this two are not interacting to each other, maybe i was wrong?
On Thu, Mar 7, 2013 at 9:28 AM, Rafael Santos <rafaels at gmail.com> wrote:
> Hey, Brian
>
> I've used H12 Cloth heavily in one show, simulating sails and ropes for
> boats and it worked quite smoothly for the most part. One time I had a
lot
> of problem with one shot but it turned out that my rest mesh and the sim
> mesh didn't match and it took a long time searching every possible
solution
> until I figured that out... which was kinda dumb of me though.
> Besides that, my sim times were not long at all. I had my setup divided
> into 4 passes where 3 of them needed to happen in order: Main sail
> deformations (basically wind and boat motion); tassels attached to the
> sail; ropes attached to bottom of sail; and long rops from mast to boat.
> Each one of these steps had it's own DOP network and the sim times varied
> from 15 minutes to a couple of hours per step when all went fine.
>
> Now, even though Cloth is quite fast these days, I'd still prepare a
> low-res version of you cloth objects prior to simulation. You can then
use
> the cloth capture/deform workflow in SOPs to transfer the deformation
quite
> easily. In order to get nice plastic deformations you'll need balance the
> mesh resolution with the detail you want to get out of it, then jack up
the
> material properties knowing that it tends to slow things down. Other than
> that you just have to control your plastic threshold and plastic flow
rate.
>
> Lastly, cloth deformations don't preserve volume by default, but
depending
> on your needs that might not be a problem.
>
> Cheers
>
>
> > Message: 1
> > Date: Wed, 6 Mar 2013 17:50:06 +1300
> > From: Brian Goodwin <brian.r.goodwin at gmail.com>
> > Subject: [Sidefx-houdini-list] Cloth H12 in Production
> > To: sidefx-houdini-list at sidefx.com
> > Message-ID:
> > <
> > CAPWfJPaZjUroVF-3ht8kG-U_rMUadmZ_ecw0xw8tdG3JxG29mw at mail.gmail.com>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Hey all
> >
> > I'm trying to achieve very simple deformation where a character needs
to
> > deform a digital set, around 10-20k poly mesh and I'd like to be
> > plasticity.
> >
> > All the example files point me in the direction of its usability but I
> was
> > wondering if anyone could provide some insight into where Houdini Cloth
> has
> > been used in production.
> >
> > I haven't used cloth since H10, and I was wondering are people using
H12
> > Cloth for this sort of thing ?
> >
> > Perhaps any do's and dont's?
> >
> > Some sim length times etc?
> >
> > Thanks in advance.
> >
> >
> > Brian Goodwin
> >
> > Lead FX TD
> > Weta Digital
> >
> >
> > ------------------------------
> >
> > Message: 2
> > Date: Tue, 5 Mar 2013 22:23:28 -0700
> > From: Alvaro Castaneda <varomix at gmail.com>
> > Subject: Re: [Sidefx-houdini-list] Cloth H12 in Production
> > To: "sidefx-houdini-list at sidefx.com" <sidefx-houdini-list at
sidefx.com>
> > Message-ID:
> > <CALMuYUjynSpQ=yAj+-psVDypHG+DrNPACq3=
> > VpZzO_HM8E5s8g at mail.gmail.com>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Hey Brian
> > if you haven't seen this you might want to take a look
> > is recent and has lots of stuff
> >
> > *Masterclass Cloth*
> >
> >
>
http://www.sidefx.com/index.php?option=com_content&task=view&id=2...
> >
> > cheers
> >
> >
> > .:varomix:.
> > MIX Studio
> > 3D Artist/Generalist TD
> > varomix at varomix.net <varomix at gmail.com>
> > Contact Me [image: Linkedin] <http://mx.linkedin.com/in/varomix
>[image:
> > Facebook] <http://www.facebook.com/varomix>[image:
> > Twitter]<http://www.twitter.com/varomix>
> >
> >
> >
> > On Tue, Mar 5, 2013 at 9:50 PM, Brian Goodwin <
brian.r.goodwin at gmail.com
> > >wrote:
> >
> > > Hey all
> > >
> > > I'm trying to achieve very simple deformation where a character needs
> to
> > > deform a digital set, around 10-20k poly mesh and I'd like to be
> > > plasticity.
> > >
> > > All the example files point me in the direction of its usability but
I
> > was
> > > wondering if anyone could provide some insight into where Houdini
Cloth
> > has
> > > been used in production.
> > >
> > > I haven't used cloth since H10, and I was wondering are people using
> H12
> > > Cloth for this sort of thing ?
> > >
> > > Perhaps any do's and dont's?
> > >
> > > Some sim length times etc?
> > >
> > > Thanks in advance.
> > >
> > >
> > > Brian Goodwin
> > >
> > > Lead FX TD
> > > Weta Digital
> >
> _______________________________________________
> Sidefx-houdini-list mailing list
> Sidefx-houdini-list at sidefx.com
> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>
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