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Explore 10 different Vellum nodes that can be used to set up cloth, hair, grains and soft body simulations in Houdini. Learn about the different types of simulation you can achieve then explore constraints and parameters that give you control over the results. Vellum can be a lot of fun and understanding these nodes will open up new and dynamic possibilities.

CREATED BY

PAUL ESTEVES

Motion Designer Based in Munich, Germany

More from Paul Esteves

COMMENTS

  • danialghods 2 months ago  | 

    Amazing Tutorial Series Paul, thank you!

  • FridayMarch27th 2 months ago  | 

    Bravo! Compact accessible fun. It's Houdini time! It totally is.

  • krzys_kite 2 months ago  | 

    The series I've been waiting for!

  • David Inlines 2 months ago  | 

    Cool job!!! :)

  • flamefeather 2 months ago  | 

    Thank you!

  • rynorigami 2 months ago  | 

    Oh Yes! Thank you Paul! (:
    Part 5 seems to be private on Vimeo.

  • GSO 2 months ago  | 

    This is so fresh. thanks.

  • ResilientPictureCompany 2 months ago  | 

    Awesome, thanks

  • Shakaman 2 months ago  | 

    Sweet! Thank you.

  • nikkes 2 months ago  | 

    absolute legend! Really nice format!!!

  • theodoredaley 2 months ago  | 

    Simply wow, the first time I have seen a tutorial that makes Houdini "feel" easy to interact with! Thank you for also explaining to add 4 substeps and various use case scenarios. Also seeing the same set up with various stiffness, bend, and constraint parameters really hammers home what we need to focus on to get differing results.

    I'm sure these must take quite a long time to create and edit but truly hope to see more and more and even more series created by you (Advection / RBD / Pyro vs Smoke)!

  • zasid 2 months ago  | 

    Very nice to see thing coming from you. I really like your shot tutorials on Linkedin a big fan!

  • JorgeReynoso 2 months ago  | 

    This is fantastic! I've learned so much from Paul on his instagram so I know it's going to be great.

  • Loudsubs 2 months ago  | 

    Thank you for sharing so much great Houdini knowledge across the web Paul!

  • lightfarm 2 months ago  | 

    Amazing !!! I've watched them all.

  • Md Aamir 2 months ago  | 

    Amazing! Just wanted know. how did that time offset things with vellum balloons ?

  • PaulEsteves 2 months ago  | 

    I'm just offsetting the keyframes of the restlength, so the balloons have time to fall and settle before I blow them up again.

  • fantome 2 months ago  | 

    Brillant Paul, thank you for sharing your knowledge . ( i am already a big fan of your 30 secs series ).
    Cheers

  • blackurco 2 months ago  | 

    Clear, compact and fun to watch! Brilliant work Paul

  • AhmedHindy 2 months ago  | 

    for anyone having Houdini crashing on the balloon tutorial because of a strange openCl error, download the most recent version since it has a bug fix.
    The reason for the error is Nvidia implemented openCl 3.0 in its drivers and Houdini needed an update.

    • josekrlos 2 months ago  | 

      Thank you for the information! I had this problem several weeks ago but the latest driver didn't work for me, today I try to re-install it again and I found another option called NVIDIA Studio Driver, and the problem was finally solved.

  • HazeBjornstugan 2 months ago  | 

    Easily the greatest tutorial series for Houdini I have ever seen during all my years of working with Houdini. Short, concise and well explained. I also love the fact that you showed different examples with different parameter settings, that really helps explain what each different parameter does.

    Again, amazing stuff, thanks!

  • Em- 2 months ago  | 

    Incredible work Paul, awesome to see some tutorials from someone as talented as yourself! Love it :)

  • tsiwt 2 months ago  | 

    can't get past second 32 when I press play I get - OpenCL Exception: clEnqueueNDRangeKernel (-52)
    error wtf

    • josekrlos 2 months ago  | 

      I have the same problem but is because of some Nvidia drivers issues, I'm using the 451.48 old version to make balloon simulations, but if you need to make renders with redshift or octane, you have to update the drivers again.

      • tsiwt 2 months ago  | 

        Thank you! I just skipped the second one don't want to downgrade my driver for balloons lol. kinda sucks thou, hope sidefx fixes that.


        Oh and PAUL
        thanks for such amazing videos! you got a good teaching style!

        • josekrlos 2 months ago  | 

          hahaha!! that´s a good point! no problem! and you are right!
          Paul is a Houdini Magician this is an amazing series, thank you Master!

    • josekrlos 2 months ago  | 

      I found the final solution, you have to install the NVIDIA Studio Driver and the problem is solved.

  • PaulEsteves 2 months ago  | 

    Thank you everyone for such positive comments! I truly appreciate all the comments!

  • GiantSpaceTurtle 2 months ago  | 

    This is one of the best houdini tutorial series I've ever seen... great job

  • motionpunk 2 months ago  | 

    Excellent!!!

  • jim707jim707jim 1 month, 4 weeks ago  | 

    short and helpful

  • sdugaro 1 month, 3 weeks ago  | 

    Fantastic series. Love the personality and pace!

  • vaughn813 1 month, 3 weeks ago  | 

    Thank You, really Great insight

  • geodhk 1 month, 2 weeks ago  | 

    Thank You, Great Tutorial, In the sixth episode, why can't I find the mops_shape_falloff node, isn't this the node that comes with Houdini?

  • PaulEsteves 1 month, 2 weeks ago  | 

    No, MOPs is an independent toolkit. Mops shape falloff is a part of the free mops toolkit, you can find more information here: https://www.motionoperators.com/

  • coafablab 1 month, 2 weeks ago  | 

    Please keep making more videos! I have been aching for something like this on the subject of vellum. Really really good, Paul!

  • richnosworthy 1 month ago  | 

    Nice one dude, this is so good to have as a quick reference for vellum

  • jprooney 2 weeks, 6 days ago  | 

    Wow, what a great series of lessons. Paul's clarity and the included reference files are incredible. SideFX, please do more of these with this guy [and others like him]!

  • seanhedman 5 days, 3 hours ago  | 

    Hey Paul,

    Really great and to the point training! I remember you from Matt Estella's Patreon discord. Some really cool stuff here. I just wanted to point out the in your training vid 5, pin to target and release pins by a release attribute doesnt work unless you convert the attribute to integer, as you're saying, i@stopped = release. Below I have posted the link to the file in google drive.

    I dont have MOPs, but made the release attribute by ramping the bbox.y height to Cd and then attribnoise on that Cd and then in vopnet, convert to integer and complement the attribute.

    Cheers,

    Sean

    Pin to target release attrib fix:
    https://drive.google.com/file/d/11SQbeXPrL5fXxRbj0DmbcSB9_BMJ4xnq/view?usp=sharing

  • seanhedman 5 days, 3 hours ago  | 

    Edit: as you're calling a float "mops" attrib, im surprised this worked for you....

  • PaulEsteves 5 days, 3 hours ago  | 

    Hey Sean,

    Good to hear from you again! Thanks for the file. You are correct, it would be best to stipulate and convert float values into integers. However, even in your setup, if you keep the Cd value as a float, the stopped release still works. This may not be the cleanest way, however, I think as values are still going from 0.0 to 1.0 vellum is able to figure out what is happening. There is obviously no need for a falloff/float value, but, it does work as expected.

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