In this episode we’ll take a quick look at the new simulation tools and features in Houdini 20, specifically the new POP Wind Shadow, updates to the Vellum rest blend constraint and vellum brush, the new density controlled gravity in pyro as well as some […]
All Posts tagged “DOP”
Smearing Paint using FLIP
We’ve been asked by Patrick how to pull off something like these beautiful paint smears in Houdini, so we got to work. Using basic FLIP techniques will get us quite far, we just have to find the right settings. (Haha. “just” finding the settings…) In […]
Nerd Rant 2.0 – Ep.8: Dynamic Solvers
Mo dusted off his best shacket (yes, that’s a word!), Manu is donning his best summer shirt – at this point the guys are just trying to mentally escape winter. What better topic than dynamic solvers to get their minds off the muddy weather.
Quicktip: Double Pendulum In Vellum
Another one of those physics/math/CG tropes is the double pendulum: Take a standard pendulum (one arm that can rotate around one or more axis) and attach another pundulum to its end. The fascination for this contraption comes from the fact that it behaves extremely different […]
Alien Orb: Vellum Grains & Redshift
The long (well – not really) lost holiday special surfaced! This was my first attempt at making something wintery, trying to cook up a snow globe. Turned out I tend to be better at producing weird alien orbs – so here we are.
Constraint Networks For Rigid Body Simulations
Ever tried having a bunch of instances rotating without intersecting each other? It’s a task we commonly encounter. The solution that usually works for us is a constraint network that’ll pin our instances to their position while still allowing them to rotate freely.
Yarnworks: Wire Solver and Constraint Networks in DOPs
To complement our PBD Wire Setup, here is a tutorial on a topic I’ve personally been struggling a lot when I first tried wrapping my head around constraint networks. Similar to what we’ve been doing in PBDs, we’re gonna build a network of interconnecting wires […]