Houdini Tutorial - Bubble inflation

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  • čas přidán 11. 07. 2024
  • Source files available on timvanhelsdingen.com/vellum-b...
    Hey guys! been a while, but here is a new tutorial.
    Also wanted to take this opportunity to promote the patreon account that I just made, this is where you can find a collection of all my tutorials from now on and where you can also download the HIP file for this project (as a $5+ backer)
  • Krátké a kreslené filmy

Komentáře • 46

  • @richnosworthy2497
    @richnosworthy2497 Před 5 lety +1

    Really great Tim, thanks so much

  • @MESHQuality
    @MESHQuality Před 5 lety

    Thanks Tim!
    That was awesome.

  • @DimaShishkov
    @DimaShishkov Před 5 lety

    Very interesting tutorial. Thank you very much. A lot of useful tips.

  • @mdsanima
    @mdsanima Před 5 lety +1

    very nice stuff here! thank you so much!

  • @AdrienLambertvfx
    @AdrienLambertvfx Před 4 lety

    Great tutorial ! thanks !

  • @aboldmule
    @aboldmule Před 2 lety

    Thank you, great tutorial

  • @arbikerimov
    @arbikerimov Před 5 lety +1

    Thank You so much!

  • @ebimol
    @ebimol Před rokem

    thanx, very useful and practical!

  • @ahmed_5g
    @ahmed_5g Před 5 lety

    thanks man that was helpful

  • @dongjoonhan3179
    @dongjoonhan3179 Před 5 lety +1

    So much Thanks!

  • @zhungbob9906
    @zhungbob9906 Před 4 lety

    nice work

  • @Paul_13h37
    @Paul_13h37 Před 4 lety

    Hello Tim, Thank you very much for this tutorial. I've a question? how do you carve letters or shape into the bubble i've try with an attribute from map but i can't understand where i need to feed it? Or maybe using some substract operation in the vop attribute node to mask the noise? but since i'm very new to houdini (comming from c4d and maya), i cannot find the good setup! thank you very much if you can explain that to me (even if you can't thank you very much)^^ see ya mate!!

  • @floriswildeman144
    @floriswildeman144 Před rokem

    leerzame video man!

  • @lemmonsinmyeyes
    @lemmonsinmyeyes Před 3 lety

    Hello, thanks for the tut, has the voroni fracture changed since you released this tut? When i follow it adds back faces and the breaks the poly extrude

  • @kylejennings819
    @kylejennings819 Před 10 měsíci

    for those stuck wondering how you promote a variable.... its done by clicking the middle mouse.

  • @lalamax3d
    @lalamax3d Před rokem +1

    Hi Tim, thanks for tutorial, i am stuck at 16:00 approximately. SOP solver in Dop network isn't working. i tried to debug but simply with 'ConstraintGeometry' Data pipe, its not fowarding vellum constraint values. any ideas.?

  • @HangYuriYangFX
    @HangYuriYangFX Před 4 lety

    Very cool idea. Have you tested it on an animated object for this?

    • @TimvanHelsdingen
      @TimvanHelsdingen  Před 4 lety

      No, but should work fine as you can pin points to animated geo with vellum.
      Or else you could always just point deform it.

  • @alexanderhahn2812
    @alexanderhahn2812 Před 8 měsíci

    thank you for the amazing tutorial, unfortunately the link of the file is not valid anymore. is it possible to update it?

  • @msistema
    @msistema Před 4 lety

    Thanks for the tutorial, learned a lot!
    But i have a question, i try to pipe in a collision geometry so the bubbles don't get inflated in certain areas to reveal some kind of form.
    I know i can pinpoint more point so they don't get inflated at all, but i'd like for the bubbles to get inflated just until they collide with whatever object. You know why the collider object is not being recognized at all?

    • @TimvanHelsdingen
      @TimvanHelsdingen  Před 4 lety

      hey man! Glad you like it.
      How is your collider setup? Vellum uses surface collisions. By default if you put a collider object it will be set to volume collisions. Let me know if that solves it. Cheers!

    • @msistema
      @msistema Před 4 lety

      @@TimvanHelsdingen Thanks!! I'm such a moron, i just used the surface collider shelf tool and it worked. Thanks and keep up the amazing work :-)

  • @denitsabaycheva2311
    @denitsabaycheva2311 Před rokem

    This is really a good tutorial, thank you very much for doing it! I was wondering...I need to make constantly generating spheres that inflate at random time, something like bubbles of a soapy foam...is there a way to change your setup to accept all the new generating spheres?...I know that vellum doesn't like changing geo, but your tutorial is so close to what I need to do, that I decided to ask :)

    • @TimvanHelsdingen
      @TimvanHelsdingen  Před rokem +1

      you can instance vellum into a sim,you can input points on the vellum source and it’ll just source them. Just make the pscale you instance them on quite small and i think they should just inflate to the rest length after they’re instanced.
      You could stitch together those newly created meshes by creating dynamic constraints inside dops as well.

    • @denitsabaycheva2311
      @denitsabaycheva2311 Před rokem

      @@TimvanHelsdingen Thank you very much for your quick reply - I appreciate it

  • @Wes_CREAM
    @Wes_CREAM Před 4 lety

    Great tutorial, learned so much!! I am trying to let that surface get a UV to export to an alembic so it is more versatile with textures but no luck so far, any help would be awesome - thanks :)

    • @TimvanHelsdingen
      @TimvanHelsdingen  Před 4 lety +3

      If you setup uv's on the grid before you deform it then it should be on there during the sim as well.
      Alternatively you could freezeframe the first frame of your sim, unwrap that and copy the uv attribute to the simulated geo. Since the pointcount doesn't change that should also work.
      Let me know if it works!

    • @Wes_CREAM
      @Wes_CREAM Před 4 lety

      @@TimvanHelsdingen Yep that's what I did in the end and works, it just seem like a cheating way of doing it which won't hold up with more complex things - thanks for the help!!

    • @TimvanHelsdingen
      @TimvanHelsdingen  Před 4 lety +1

      @@Wes_CREAM Don't see why it wouldn't hold up? This is how I put UV's on FX stuff in production all the time. Would depend on situation if it'll be better to do uv's pre or post-sim though.

  • @holoiresearch3438
    @holoiresearch3438 Před 3 lety

    Hi Tim I am not sure what i am doing wrong. When I had @restlength *=3; in the expression @16:47, my vellum works just like yours. But when I had
    float n = @Cd.x;
    if (n > 0) @restlength *= 2;
    float r = @restlengthorig*2;
    if (@restlength > r) @restlength = r;
    My vellum is not moving at all 0.0

    • @TimvanHelsdingen
      @TimvanHelsdingen  Před 3 lety

      are you promoting your attributes correctly? If you're working with point color on primitives you need to promote first, or load then with a point () function in the wrangle.

    • @holoiresearch3438
      @holoiresearch3438 Před 3 lety

      @@TimvanHelsdingen Solved it! Thank you Tim! I went back to the color part and it turns out I used a different red instead of the 1,0,0 red. Amazing!

    • @kristoffermoth5408
      @kristoffermoth5408 Před 3 lety +1

      @@TimvanHelsdingen Hi, I'm running into the same problem, tried to look if the colors but they are the same as your tutorial - if i use a wrangle with the @restlength *=3; command it works perfectly, but as soon as i try to use the colors (just as Holoi) nothing happens. are there any other immediate caveats in this system maybe ?

    • @kristoffermoth5408
      @kristoffermoth5408 Před 3 lety

      Apparently in 18.5.499, the vellum pressure constraint doesn't work with this method ( at least not for me) the strut softbody does thou

  • @mihaiwilson
    @mihaiwilson Před 3 lety

    Can you please turn up the intro music?

  • @philippaps44
    @philippaps44 Před 4 lety

    thanks for the tutorial! what if the voronoi pattern changed over time?

    • @TimvanHelsdingen
      @TimvanHelsdingen  Před 4 lety

      you can pin points to internal animation to have them move with that

    • @philippaps44
      @philippaps44 Před 4 lety

      @@TimvanHelsdingen yes i tried the "Match Animation" option under pin points but that seems to mess up the geo. its tricky because the blobs i have before siming are growing and shrinking, some dissapear alltogether, i guess its a bit confusing for vellum

    • @TimvanHelsdingen
      @TimvanHelsdingen  Před 4 lety +1

      @@philippaps44 well of course you cannot use changing topology in your vellum sim. What you probably want to do is generate a static highres mesh first like shown in the tutorial, then take the same voronoi input pattern and animate that (with noise or whatever) then point deform your highres geo by that animation and then plug that animation into vellum.
      Also you probably need to create some additional stuff in the sop solver to make sure attributes grow over the geo instead of instantly transferring, else they'll inflate and deflate.

    • @philippaps44
      @philippaps44 Před 4 lety

      @@TimvanHelsdingen tricky! thanks

  • @GraphicBOMB
    @GraphicBOMB Před rokem

    saved my ass!

  • @uzaykisi1863
    @uzaykisi1863 Před 2 lety

    I've done exactly every step and still inflating all of them what am i missing?

    • @TimvanHelsdingen
      @TimvanHelsdingen  Před 2 lety

      you sure the attribute you’re putting on the primitives is a primitive attribute and not a point attribute? that seems to be the most common mistake for people who have this issue

    • @uzaykisi1863
      @uzaykisi1863 Před 2 lety

      @@TimvanHelsdingen yes, exactly both in Sop solver and the one before constraits null are primitive att, pls advise

  • @janacker9262
    @janacker9262 Před 4 lety +1

    Can you do it a bit SLOWER so that people can really follow the tutorial???? Damn! Especially when you setup the color attributes...

    • @dnch
      @dnch Před 4 lety +3

      you can pause it or play it at lower speed