Wilhelm Landt

soulcage_dpt

About Me

EXPERTISE
Generalist
INDUSTRY
Film/TV

Connect

LOCATION
Germany

Houdini Skills

Availability

Not Specified

Recent Forum Posts

Vellum Cloth - Solver Speed Jan. 24, 2024, 3:14 p.m.

hi,

i have a vellum cloth setup, nothing special a simple dress (made with marvelous and remeshed for houdini), about 10K prims, so fairly low-poly.
vellum solver settings are mostly default, time step 4, 250 constraint iter...
when i simulate, it takes about 1.2 sec per frame, which leads on a 200frames simu in about 4-5min simulation time and the simu i consider not final, since it flickers when it comes to rest, so settings should be raised up...

nevertheless, when i simulate in marvelous, the dress then contains about 50K prims and it simulates (in cpu mode) in about 30secs, no flicker and it looks awesome...simulation settings fairly high (for animation)...

i am wondering why vellum solver is sooo slow (opencl is enabled in the solver)...and how can be it improved? somethin in the solver settings that has to be enabled to make it faster?
i would like to simulate in houdini, since it has more flexibility on settings things up or art direct the cloth...but the simulation speed is sooo slow, comparing to marvelous designer...

vellum post process "apply weld" uv issue Nov. 25, 2023, 5:27 a.m.

hi,

i have a cloth that has UDIMs...
when applying the welds in a vellum post process and exporting the cloth as alembic (for using in maya) the uv UDIMs are gone and no uvs appear in maya...
but when NOT applying the welds, then the alembic has uv UDIMs...the same applies when having only one uv (range 0-1)...

does anybody know whats going on and what "apply welds" exactly does under the hood? it seems to change something on how uvs are then handeled and maya doesnt like it...

vellum solver sop - external collision friction Nov. 25, 2023, 5:12 a.m.

hi,

i want to change the friction of the animated collision object and i dont know where to adjust these property directly on the vellum sop solver...
do i have to dive inside the dopnet (static object?)? or is there another way of doing this?
and is the friction of collision objects also paintable (to have only some areas having different friction)