Marc Albrecht


About Me



My Tutorials

obj-image Quick Tips
Quicktip: Tearing Cloth Setup
obj-image Quick Tips
Using the Treeview for Rigging
obj-image Beginner
Walkthrough: Cloth Sim for a Movie Shot
obj-image Quick Tips
Getting Weightmaps into H16
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Wind for Cloth Sims in H16
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Adding a Flipbook Framecounter

Recent Forum Posts

Conforming cloth March 3, 2019, 3:24 a.m.


depending on what you need to simulate, which part is animated, how complex your collision requirements are, whether you are doing a hero-character or background … yes, yes and yeah, definitely.

The simplest way usually is to do a quick pre-sim to get the cloth more or less snug to the character (e.g. switch off gravity and apply some constraints that pull points in), freeze the sim into your new rest-state and then use hard-constraints to tie anchor points to your animated mesh.
Your needs define how you would cater for simulations-over-animations (collisions etc). With low-poly game-characters like the DAZ figures you can easily get away with setting the whole figure as a collision mesh.

You might want to have a look at the “thousands” of demos/tutorials “how to create a flapping flag in Houdini” that show hard constraints in action.


Tree growth phyllotaxy - an experiment Feb. 18, 2019, 3:17 a.m.


Sounds great, did you compute illumination in sop context? would love to see some screens!

… you could say so. I did it in FabricEngine where everything was everything and you could do, well, literally everything :-)
Unfortunately, with the removal of FE from the market, I cannot provide any screenshots any more, but I can send you a link to an old YT video that I made in modo (my YT material is not public any longer) - it's not “that impressive”, though …

The light-searching was extremely simple, just a one-bounce-max attempt to see if a “node” could “see the light”, if yes, it got promoted (could move on), if not, it stayed.
I had a couple of ideas about how to make intertwining branches cooperate better but never found the time to dig deeper into it. Might be a fun project to try in Houdini, actually.


Two screengrabs from the video mentioned, one showing two light sources I used to “art-direct” the growth of the vine, one showing a render.

Tree growth phyllotaxy - an experiment Feb. 15, 2019, 3:53 a.m.

I love it! I am “so into CG-plant-growing” :-)
A few years back I created a plant-growing-system that used energy-sources (light) as guidance. By (keyframed) increasing or decreasing the amount of light available from a certain direction (and by avoiding shadowy areas) you could direct the growth and development of the plant (with the advantage of growth not being too linear, but more “natural”/randomish).
Your experiment makes me want to go back to that project.

Time … oh … someone send me a bottle of time.

Did I say that I love what you did there?