Log into your account to keep track of your progress. You can work through the lessons without logging in but your progress will be lost when you refresh the page.
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 11 months, 4 weeks ago  | 

    Amazing Tutorial Series Paul, thank you!

  • FridayMarch27th 11 months, 4 weeks ago  | 

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

  • krzys_kite 11 months, 4 weeks ago  | 

    The series I've been waiting for!

  • David Inlines 11 months, 4 weeks ago  | 

    Cool job!!! :)

  • flamefeather 11 months, 4 weeks ago  | 

    Thank you!

  • Anonymous 11 months, 4 weeks ago  | 

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

  • GSO 11 months, 4 weeks ago  | 

    This is so fresh. thanks.

  • ResilientPictureCompany 11 months, 4 weeks ago  | 

    Awesome, thanks

  • Shakaman 11 months, 3 weeks ago  | 

    Sweet! Thank you.

  • nikkes 11 months, 3 weeks ago  | 

    absolute legend! Really nice format!!!

  • theodoredaley 11 months, 3 weeks 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 11 months, 3 weeks ago  | 

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

  • JorgeReynoso 11 months, 3 weeks ago  | 

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

  • Loudsubs 11 months, 3 weeks ago  | 

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

  • lightfarm 11 months, 3 weeks ago  | 

    Amazing !!! I've watched them all.

  • Md Aamir 11 months, 3 weeks ago  | 

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

  • PaulEsteves 11 months, 3 weeks 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.

  • emouillet 11 months, 3 weeks ago  | 

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

  • blackurco 11 months, 3 weeks ago  | 

    Clear, compact and fun to watch! Brilliant work Paul

  • AhmedHindy 11 months, 3 weeks 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 11 months, 3 weeks 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 11 months, 3 weeks 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- 11 months, 3 weeks ago  | 

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

  • tsiwt 11 months, 3 weeks ago  | 

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

    • josekrlos 11 months, 3 weeks 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 11 months, 3 weeks 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 11 months, 3 weeks 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 11 months, 3 weeks ago  | 

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

  • PaulEsteves 11 months, 3 weeks ago  | 

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

  • GiantSpaceTurtle 11 months, 3 weeks ago  | 

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

  • motionpunk 11 months, 3 weeks ago  | 

    Excellent!!!

  • jim707jim707jim 11 months, 3 weeks ago  | 

    short and helpful

  • sdugaro 11 months, 2 weeks ago  | 

    Fantastic series. Love the personality and pace!

  • vaughn813 11 months, 2 weeks ago  | 

    Thank You, really Great insight

  • geodhk 11 months, 1 week 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 11 months, 1 week 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 11 months, 1 week ago  | 

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

  • richnosworthy 10 months, 4 weeks ago  | 

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

  • jprooney 10 months, 2 weeks 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 9 months, 4 weeks 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 9 months, 4 weeks ago  | 

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

  • PaulEsteves 9 months, 4 weeks 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.

  • quadpolar 9 months, 3 weeks ago  | 

    Hey Paul this is a great set of tutorials. I'm wondering, how did you achieve the multi colored sphere look in an image from the balloon tutorial? I've seen the look before but not sure how you colorized each of those pieces of cloth separately. I'm using cinema 4d and redshift to render. Thanks for anything information!

    • PaulEsteves 9 months, 3 weeks ago  | 

      What I like to do (both in Houdini and if i'm sending to a cinema4d artist to render) is add a "connectivity" sop at the end. Then a color sop set to "random by attribute" and set the attribute to "class" (created by the connectivity sop). Now each object will have a random color. You can use this color inside redshift via a point attribute into a material blender or color layer to split materials.

  • StephaneS 8 months, 4 weeks ago  | 

    Thank you, very interesting !

  • vstevenson 8 months, 2 weeks ago  | 

    When can we expect to see more tutorials?!

    Frankly, your videos are a real pleasure and leave no bitter tutorial aftertaste, if that makes sense. I appreciate everyone that spends the time to share their knowledge, but some are better at it than others, lets be honest. Please make more videos in this vein; everyone will be better for it.

    Thanks again, and best wishes.

  • PaulEsteves 8 months, 2 weeks ago  | 

    I really appreciate the positive feedback! Hopefully there will be more videos soon!

    • sda502 1 week, 4 days ago  | 

      Record the video and audio in sync (do not record audio and video separately and then put them together), set the video speed to normal.
      No gifs, that's silly!

  • marijamasa 2 weeks, 5 days ago  | 

    im really new and i tried following the first tutorial but the mesh slided to the right and like a shadow or something fell down - ignoring the sphere

  • sda502 1 week, 5 days ago  | 

    Talking to yourself, aren't you?

  • sda502 1 week, 4 days ago  | 

    Reedit it to 10X normal speed next time. What a showoff with the idiotic gif!

Please log in to leave a comment.