Vellum Setup

Preparing the geometry in Houdini can be much more experimental than Maya. You are free to try things, drop in a multitude of nodes and if something doesn’t work, simply delete and start again. The first stage that I like to do is removing unneeded areas from the geometry itself.

unwantedGeo_001.jpeg
unwantedGeo_002.jpeg

By using a Group node I select the primitives that I don’t need, name the group and add a Delete node and set it to delete selected and paste the name of the group in those primitives are no more. Also get into the habit of adding in a null to what ever operation you devise, that way it’s always clear to pick up the result and to reference the operation else by simply object merging the null.

wrapDeform_001.JPG

Creating all the geometry needed for the simulation can be done inside Houdini with out the need to go back to modelling. Because all the geometry is essentially a cache, remeshing an animated object isn’t going to work, your topology changes per frame which will instantly break any constraints or groups you’ve setup. I overcame this by creating a Wrap style operation, based on Maya’s warp deformer logic but because this is Houdini its not only lightweight but also stable. The setup takes the first frame from the cache, I remesh and pipe the remesh stream and the original mesh to a Pointdeform node. This takes the static mesh and wraps it to the animated cache, no more bouncing vertices.

meshOptions_001.JPG

Once you have all the geometry imported, object merged you can quickly experiment, some cfx artists like to work with all triangulated meshes, some high resolution meshes and some a combination of both, Houdini can quickly accommodate all the requests.

Previous
Previous

Simple HDA Creation

Next
Next

Simulating Vellum