[Sidefx-houdini-list] cloth solver
Andrew D Lyons
tstexture at gmail.com
Fri Dec 14 14:36:23 EST 2007
I'd personally suggest a procedural modelling approach.
1./ Make keys points
2./ Animation the points roughly.
3./ Pull the points into CHOPs with the geometry CHOP
4./ Add a spring CHOP
5./ Use other CHOP filters if needed.
6./ Pull points back into SOPs. Using channel SOP.
7./ Skin surface.
I prefer the spring CHOP because you can get complex motion with other
considerable filtering controls in CHOPs, but there is a spring SOP as
On 14/12/2007, Jed Schwartz <jed at jedschwartz.com> wrote:
> We're working on a shot simulating a procedure in the beginning of
> cataract surgery where a hole is torn in a very thin layer of tissue
> resting on a dome (the lens) in a circular pattern-
> The TD working with us on the shot is having problems getting any
> reasonably good results out of the cloth solvers- I'm trying to
> figure out f we should bail on this approach and switch to other
> software, or is the cloth solver in H9 capable of producing a good
> simulation of tearing and folding-?
> I'd really appreciate any feedback from you guys who have survived
> using the cloth solver in production!
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Andrew D Lyons | Digital Artist | http://www.tstex.com
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