Some of your initial results are due to overlapping not because of the glue constraint. In this case it helps the stringy look, but it's not controlled...you can smooth the pieces in the for loop to solve this. Creating the glue constraint within the solver is only needed if you need to create the constraint during simulation...else you get the same result if you do it beforehand. To extract the constraints in a sop vellum solver you do the same as with a Dopnet, you just gotta point it to the dop within the vellum solver. It seems you are kind of winging it, but I learned something so good stuff.
Oh ok, thanks for the tip. Much appreciated. wrt SOP vellum solver constraint, I did try to point it to DOP within it but I still couldn't get the constraint, hence I mentioned I didn't know. It was not my intention to wing it though. Glad it helped you someway atleast. :)
An update here, if you enable multi-pass solve in the solver and adjust the Disable stretch ratio it will disable any points in tetrahedral being stretched. :)
Hey, thanks for the tutorial, but i am in now way able to reproduce that stretching between the glue constrains at 11:15. I only get a view points glued together rather than clumps of primitives.
17:35 I connected null to the output constraints of vellum solver and it seemed to start showing the glue constraints in frame 2 (instead of frame 1 like autodop network)
At 22:16, when i copy-paste the tetsoftbody_vellum into the vellum_meat geo, when I press the blue button for display, all I see is the sphere falling down and I no longer see the sim. Why is that? I copied the node of the meat_sim into the DOP Network and added it to the DOP Node with the /velllumobject1. I also tried adding the null after the vellumpostprocess1 node (and clicking the blue display button) and it still just falls down
Do you know if this could be used in Unreal Engine via a Hodini -> UE4 workflow? I've really been pulling my hair out trying to find some visceral meaty dismemberment/damage systems but can't seem to find what I'm looking for.
Unfortunately, I am not familiar with Houdini UE4 workflow but I am sure there are some tutorials out there to show you that. If you follow this tutorial and create what you want in Houdini then use Houdini UE4 workflow tools I am sure you'll be able to pull this off. Sorry that I am unable to help you.
hello i am so impressed to your tutorial but i got some problem because i got error always when i am making copy nodes to vellum meat from sphere1 04:10 , how can you make it? could you explain?
Woah, character into grinder, LOL, I don't know but I guess you can, just replace the sphere with character I would say. Obviously it's not that simple but in simple terms yes.
hey, i have a model and its rigged and animated but i want it to make it work like a rubber body creature , so how can i do that in houdini, do u have tutorial on it , thanks must reply :)
Hi, I am unsure to what you want to make out of it, however, Houdini vellum tools are what you are looking for. There are plenty of vellum types, Please have a look at them here, www.sidefx.com/docs/houdini/vellum/index.html I have a bunch of vellum tutorials here. ruclips.net/p/PLi9R7ToKlBz1m-hfEKxK8l8olH6Eupx4y You may need to look at a few of these and read some docs etc to combine effects and techniques to get your desired result. I hope this helps.
@@resilientpicture hey, thanks i appreciate it, and i found it what i was looking for, i was looking for fem in houdini, so why i needed that , bcz i have a creature , which needs to deform when it moves so , i think i have to go with organic mass or organic tissue !
So curious if this could be added to unreal engine 4/5. Would it be very performance heavy? Me personally I want to recreate how glory kills are done from the current DOOM games but make it even more gore like
Unfortunately, I haven't played around with Houdini and Unreal as off yet, however, there's a lot of tutorial on sidefx.com/tutorials webpage where you'll find info about the integration between these platforms. In my opinion if you add this directly it will be heavy as the flip sim is probably too much to handle, so maybe there's a work around. Hope this helps.
I have Dell Alienware Aurora R10 Ryzen Ed - RTX 3090. Not sure why its taking longer for you. But, Please bear in mind, in the tutorial, the sim and renders have been sped up.
@@resilientpicture That makes sense, I'm on basically the same CPU - maybe I just need to be a little more patient! Great channel BTW and thanks for the reply :)
anyone else having the issue of the group nam pinned not showing up for the vellumattach? i've recreated the setup 3 times now from scratch to no avail
In part 6 of this series, I prep sim'd geo for render. There instead of creating uv and then transferring it, you can just simply bring in your original uv and transfer that across. If you have any trouble you can always email me resilientpicture@outlook.com
Honestly, I don't know is the answer but I don't see why you can't. May need some trials, tests and good understanding of softbody physics in Blender which I don't have right now. Maybe one day. 🙂
@@resilientpicture if you can use Houdini this well, then blender should be a peace of cake, but blenders softbody sim is really not that good, most people use cloth insted, that which gets you better softbodies than softbody it self, it also dose not have this vellum tearing thing i dont think its possible on blender yet.......... edit: unless you try it with molecular script.
Thank you. I may try and do it in blender but I'm still a newbie in blender land. So, gonna have to learn a lot. Thanks for your insights. I'll try and learn stuff you suggested.
Thank you. In part 4 of this tutorial series I explain how to generate blood for this. Using the techniques, you can choose to use amount of sourcing for blood. hope that makes sense.
ive never heard of this program but this tutorial makes me feel like ive been using it for 16 years
Houdini is the king of CG dynamics. Glad you like it.
one of these tutorial GEMS. Thank you.
Of course everybody should pay , if possible, for this outstanding quality of tutorials.
Thank you. Much appreciated. And thanks for your support by purchasing the files. 🙂
Thats outrageous. Its hard to get CG to look so repulsive. Nice work.
Thank you. Its much appreciated. :) Redshift made my life a little easy while rendering this. :)
This was brutal, love it
That was gross. Loved it.
Thank you
Some of your initial results are due to overlapping not because of the glue constraint. In this case it helps the stringy look, but it's not controlled...you can smooth the pieces in the for loop to solve this. Creating the glue constraint within the solver is only needed if you need to create the constraint during simulation...else you get the same result if you do it beforehand.
To extract the constraints in a sop vellum solver you do the same as with a Dopnet, you just gotta point it to the dop within the vellum solver. It seems you are kind of winging it, but I learned something so good stuff.
Oh ok, thanks for the tip. Much appreciated. wrt SOP vellum solver constraint, I did try to point it to DOP within it but I still couldn't get the constraint, hence I mentioned I didn't know. It was not my intention to wing it though. Glad it helped you someway atleast. :)
An update here, if you enable multi-pass solve in the solver and adjust the Disable stretch ratio it will disable any points in tetrahedral being stretched. :)
ty for the walkthrough! super fun! cool playlist!
You are most welcome 🙂 and thank you
Hey, thanks for the tutorial, but i am in now way able to reproduce that stretching between the glue constrains at 11:15. I only get a view points glued together rather than clumps of primitives.
hmm, Can you please try increasing the remesh resolution and try again.
17:35 I connected null to the output constraints of vellum solver and it seemed to start showing the glue constraints in frame 2 (instead of frame 1 like autodop network)
This is amazing
Hey,That so simple and great. How great you are thank so much
You are most welcome
Very thanks trying to solve this for two nights now :D
Glad I could help!
Interesting approach, thank you for sharing your thoughts. I learned a lot from it, thank you for your time.
Thank you and you are most welcome. :)
love the tutorial- is there a way to do skin instead of fur?
Thank you. I'm sure you can. Maybe not add fur and add texture to skin instead I guess.
@@resilientpicture how would i stiffen the softbody? at the moment its liquidy when my collision object cuts into it, jiggles around too much for skin
You can set the stretch stiffness to like 1e+10 and try. This is the parameter you adjust for the look you are going for
At 22:16, when i copy-paste the tetsoftbody_vellum into the vellum_meat geo, when I press the blue button for display, all I see is the sphere falling down and I no longer see the sim. Why is that? I copied the node of the meat_sim into the DOP Network and added it to the DOP Node with the /velllumobject1.
I also tried adding the null after the vellumpostprocess1 node (and clicking the blue display button) and it still just falls down
I fixed it by watching the video a second time but i don't know what changed.
Glad to hear you got it figured. The devil is in the details :)
I'm on houdini 20.5 and when I use vellum softbody from shelf like you've shown. polyreduce, remesh, and yet config doesn't show up. what should I do?
It's due to new versions, try and build it one by one as per the node tree. Or download the previous version and use the shelf tool.
Do you know if this could be used in Unreal Engine via a Hodini -> UE4 workflow? I've really been pulling my hair out trying to find some visceral meaty dismemberment/damage systems but can't seem to find what I'm looking for.
Unfortunately, I am not familiar with Houdini UE4 workflow but I am sure there are some tutorials out there to show you that. If you follow this tutorial and create what you want in Houdini then use Houdini UE4 workflow tools I am sure you'll be able to pull this off. Sorry that I am unable to help you.
@@resilientpicture hey well at the very least you gave me hope instead of saying "nah its impossible" hahaha. I'll give it a shot!
Lol, that's the best word there is, without it we all will be lost. All the very best to you.
hello i am so impressed to your tutorial but i got some problem because i got error always when i am making copy nodes to vellum meat from sphere1 04:10 , how can you make it? could you explain?
Thank you. What is the error you are seeing? You can send me your file if you like to resilientpicture@outlook.com
@@resilientpicture thank you i made it , really you are best teacher because you are explaining so easy and well this hard case.
I'm glad you managed. Well done. Your kinds words are much appreciated. Thank you.
Can we get this type stuff, for Character going in a grinder?
Woah, character into grinder, LOL, I don't know but I guess you can, just replace the sphere with character I would say. Obviously it's not that simple but in simple terms yes.
@@resilientpicture I got a idea, Antman Shortfilm but R rated and he gets into the grinder and someone turn it on 😂😂😂😂😂
LOL, interesting 🤔
I am amazed. Thanks man!
You are most welcome 🙂
@@resilientpicture Really nice to meet you bro. Never give up!🔥🔥🔥
@@maxmt_hip Thanks, You too. Its NOT in my plan to give up. :)
I got a pad ad before I watched this 😂😂
i wish there was a paypal checkout, id would have bought it! great tut!
Thank you, Unfortunately whatever gumroad offers is what is available. Not sure why paypal is not part of it. But thanks though, I appreciate it.
do you think we can follow along the tut with mantra?
Sure thing, the principles are the same. Should be ok. Of course you need to use mantra related materials etc.,
Just bought this series on Gumroad but all of the files require Redshift to be installed or they don't open.
Thanks for the purchase, I have replied to your email.
Great tuto Man ;)
Thank you
THANK YOU SO MUCH!
You are welcome
Thanks, I'm begin to Houdini. There a lot of things on Houdini 😅
You are welcome, all the very best to you.
hey, i have a model and its rigged and animated but i want it to make it work like a rubber body creature , so how can i do that in houdini, do u have tutorial on it , thanks must reply :)
Hi, I am unsure to what you want to make out of it, however, Houdini vellum tools are what you are looking for. There are plenty of vellum types, Please have a look at them here, www.sidefx.com/docs/houdini/vellum/index.html I have a bunch of vellum tutorials here. ruclips.net/p/PLi9R7ToKlBz1m-hfEKxK8l8olH6Eupx4y You may need to look at a few of these and read some docs etc to combine effects and techniques to get your desired result. I hope this helps.
@@resilientpicture hey, thanks i appreciate it, and i found it what i was looking for, i was looking for fem in houdini, so why i needed that , bcz i have a creature , which needs to deform when it moves so , i think i have to go with organic mass or organic tissue !
@@none53 Nice one, i am glad you figured. All the very best to you.
@@resilientpicture thank you :)
So curious if this could be added to unreal engine 4/5. Would it be very performance heavy? Me personally I want to recreate how glory kills are done from the current DOOM games but make it even more gore like
Unfortunately, I haven't played around with Houdini and Unreal as off yet, however, there's a lot of tutorial on sidefx.com/tutorials webpage where you'll find info about the integration between these platforms. In my opinion if you add this directly it will be heavy as the flip sim is probably too much to handle, so maybe there's a work around. Hope this helps.
What CPU(s) do you have? My Ryzen 9 takes soo much longer just on the first sim (around the 5 min mark) in comparison.
I have Dell Alienware Aurora R10 Ryzen Ed - RTX 3090. Not sure why its taking longer for you. But, Please bear in mind, in the tutorial, the sim and renders have been sped up.
@@resilientpicture That makes sense, I'm on basically the same CPU - maybe I just need to be a little more patient! Great channel BTW and thanks for the reply :)
@@udderhippo no worries and thank you. Much appreciated
am I nuts? is there a sound fx that plays every couple minutes in the background?
Lol, no you are not. There is low music playing in the background.
anyone else having the issue of the group nam pinned not showing up for the vellumattach? i've recreated the setup 3 times now from scratch to no avail
I can have a look at it for you if you share the file. resilientpicture@outlook.com
Is there a way to transfer the initial UV to the meat vellum object?
In part 6 of this series, I prep sim'd geo for render. There instead of creating uv and then transferring it, you can just simply bring in your original uv and transfer that across. If you have any trouble you can always email me resilientpicture@outlook.com
Reminds me of that scene in The Thing when a head grows from a victim's stomach and rips off itself in the most gruesome way possible.😱
:)
Great tutor, sorry that I am very poor to donate for you. What's your computer hardware inside?
Thank you. No problem. It's ok. Thanks for considering though. I use alienware m15 core i9 RTX 2080maxq. Hope this helps.
Damn.. Amazing!
Thank you :)
I'm sorta getting asmr from this
wow!
Thank you
where are the ABC on the gumroad file you're selling?
They are alembic files. Instead of caching houdini native file format, I have cached alembic
thank you so much
You are welcome
🔥🔥🔥🔥
Thank you
Do you render with Redshift?
Yes it is rendered with redshift 🙂
is this possible in blender ??
Honestly, I don't know is the answer but I don't see why you can't. May need some trials, tests and good understanding of softbody physics in Blender which I don't have right now. Maybe one day. 🙂
@@resilientpicture if you can use Houdini this well, then blender should be a peace of cake, but blenders softbody sim is really not that good, most people use cloth insted, that which gets you better softbodies than softbody it self, it also dose not have this vellum tearing thing i dont think its possible on blender yet..........
edit: unless you try it with molecular script.
Thank you. I may try and do it in blender but I'm still a newbie in blender land. So, gonna have to learn a lot. Thanks for your insights. I'll try and learn stuff you suggested.
where's the skeleton?
wow so crazy and gore.
Thank you
Too much blood for that area of flesh, apart from that this was a great tutorial. Keep it up
Thank you. In part 4 of this tutorial series I explain how to generate blood for this. Using the techniques, you can choose to use amount of sourcing for blood. hope that makes sense.
帅~谢谢
GOD
🙂 Thank you
*leopard ball*
It looks nasty. But cool
Thanks, that's the look I was after 🙂
I’m disgusted, and I don’t get disgusted by much anymore. I think I kinda have to buy this out of respect now
Great tuto Man ;)
Tuto