As always Chris, this is wonderful stuff!! Just an FYI, the Vellum Rest Blend Sop does the original setup for you where it'll lerp between the position, updating the constraints to the target object. I gave it a quick tests, results are very similar. BUT, this method is awesome too!
I was doing a similar setup, but with vellum hair (changing the rest length). I'm working in a dop net, rather than the sop level solver, but I was using the Rest Blend Node, saw this, and then tried Chris' setup. Weirdly, got 2 different results! The rest blend node seems like its adding energy into the sim (the hair is bending and moving in some cool ways as it blends) , whereas Chris' setup seems to blend between the 2 rest lengths, without changing the dynamics of the hair (no extra bending or movement outside of what the pop forces are doing). But it's totally possible be that I'm doing something slightly different between the 2 setups lol
Using rest blend has some nice dynamic results. I'm struggling with how to introduce the time offsetting this way, can you point me in the right direction?
@@TheDannyGrant There are a few ways, but because Restblend doesn't allow attributes (YET!) you have to do it all in sops. Which is a little annoying, but doable. Probably why Chris chose the method he did instead of using restblend! ;)
I would love to see how this is done in SOPs. Adding variations and offset always adding that extra detail to your animation. If this type of tutorials are already out there please link me. Thank you.@@PaulEsteves28
Thanks for sharing that workflow! One small addition if I may add, even though idtoprim seems to be helping out here, just creating the @id attribute in the enumerate does the trick by itself. idtoprim will just return the same value as @id, because the prims are scrambled together with their new @id attribute.
Very good tutorial. My initial thought was that you should only update restlengths of the bend constraints (exclude stretch constraints), but after giving it a second thought I think it wouldn't change much.
Thank you so so much. quick question. I'm having an issue with caching the sim. Every time I hit 'save to disk' on the file cache node it pulls up the progress bar for a split second then it goes away. I've tried adjusting the 'cache memory' in vellum solver to fit my desktop but it's still not working. feels almost as if it's crashing. any ideas?
weirdly enough instead of contracting like in the video, the strip in my scene is expanding when blending to the goal restlength. even more weirdly: the resulting behaviour is still the same as in the video
I have a problem. I don't know what to do anymore. After 1.5 - 2 turns, the Ribbons simply stop Curling. After ~24 ribbon the next one just twitches a bit and seems like the anim attribute stops spreading further. It's hard to track what's going on after the solver.
You should start with C4D and there train yourself in semi-procedural workflows and setups. That will give you a simple but effective foundation to get into Houdini which is the most complex 3DCC on the planet, so you should also train yourself to be patient but with the right mindset and patience you should be able to get the hang of it in time…
@@noc2_art thank you for your reply! would it change things if im a blender user of 2 years? and i find it just painful regarding any motion design - fluid sim, cloth, especially softbody and something like this vellum in the tutorial
Do youself a favor and go directly to Houdini if you like the workflow you see here. Houdini is just a different way of thinking, not more complex, and you might as well get started learning it instead of spending time on C4D first if you eventually want to switch to Houdini, IMO :)
@@letsd0good This is quite a touchy subject that basically centers around total relativity when it comes to how each person acquaints themselves with a given software where both @esbenoxholm's suggestion and mine sit on an even keel in terms of pros cons. His suggestion is right on when it comes to devoting your entire mental faculty to getting to decode Houdini and not convolute your mind with concepts pertaining to the conventions of other 3DCC applications. Alternately you could also choose to get to understand proceduralism and its benefits in production by first getting into say, Geometry Nodes in Blender. It really is dependent on how you can learn in the most effective way that suits your particular way of digesting new information. Should you decide to go with Houdini, my suggestion would be to start modeling stuff as you would in any other software without getting into total non-destructive setups the software is famous for. That way you'll start warming up to Houdini little by little while producing tangible, nice looking models and with each small step you'll find yourself moving toward its very heart. I'm a generalist and that's how I warmed up to this big guy :) God speed 👍
Cinema 4D is much faster to learn than pretty much anything, but for complex setups using Fields, particles etc, you'll start to wish you had more control. At that point get back into Houdini Apprentice.
that idtoprim function is glorious, thanks for this tut it was full of nice little workflow ideas for vellum
As always Chris, this is wonderful stuff!! Just an FYI, the Vellum Rest Blend Sop does the original setup for you where it'll lerp between the position, updating the constraints to the target object. I gave it a quick tests, results are very similar. BUT, this method is awesome too!
from learning from to teaching them, Paul has come full circle.
I was doing a similar setup, but with vellum hair (changing the rest length). I'm working in a dop net, rather than the sop level solver, but I was using the Rest Blend Node, saw this, and then tried Chris' setup. Weirdly, got 2 different results! The rest blend node seems like its adding energy into the sim (the hair is bending and moving in some cool ways as it blends) , whereas Chris' setup seems to blend between the 2 rest lengths, without changing the dynamics of the hair (no extra bending or movement outside of what the pop forces are doing). But it's totally possible be that I'm doing something slightly different between the 2 setups lol
Using rest blend has some nice dynamic results. I'm struggling with how to introduce the time offsetting this way, can you point me in the right direction?
@@TheDannyGrant There are a few ways, but because Restblend doesn't allow attributes (YET!) you have to do it all in sops. Which is a little annoying, but doable. Probably why Chris chose the method he did instead of using restblend! ;)
I would love to see how this is done in SOPs. Adding variations and offset always adding that extra detail to your animation. If this type of tutorials are already out there please link me. Thank you.@@PaulEsteves28
Thanks for sharing that workflow!
One small addition if I may add, even though idtoprim seems to be helping out here, just creating the @id attribute in the enumerate does the trick by itself.
idtoprim will just return the same value as @id, because the prims are scrambled together with their new @id attribute.
Amazing tutorial! I'm curious - how would you go about assigning a random or different material to each of the strands?
thx for this new tutorial!!, im currently starting in houdini, been watching your whole channel :)
Has anyone had the issue at 7:40 where they can't add a keyframe to the blend slider?
Thank You very much, Chris!
Very good tutorial.
My initial thought was that you should only update restlengths of the bend constraints (exclude stretch constraints), but after giving it a second thought I think it wouldn't change much.
Love it. Nice stuff there! Thanks ❤
Awesome thank you!
Thank you so so much. quick question. I'm having an issue with caching the sim. Every time I hit 'save to disk' on the file cache node it pulls up the progress bar for a split second then it goes away. I've tried adjusting the 'cache memory' in vellum solver to fit my desktop but it's still not working. feels almost as if it's crashing. any ideas?
weirdly enough instead of contracting like in the video, the strip in my scene is expanding when blending to the goal restlength. even more weirdly: the resulting behaviour is still the same as in the video
Where do you use to render and add texture material?…..Octane? Karma? Redshift? Mantra? Thank you.
I have a problem. I don't know what to do anymore.
After 1.5 - 2 turns, the Ribbons simply stop Curling.
After ~24 ribbon the next one just twitches a bit and seems like the anim attribute stops spreading further.
It's hard to track what's going on after the solver.
whats better to start on for motion design and such animations like this - houdini or c4d?
You should start with C4D and there train yourself in semi-procedural workflows and setups. That will give you a simple but effective foundation to get into Houdini which is the most complex 3DCC on the planet, so you should also train yourself to be patient but with the right mindset and patience you should be able to get the hang of it in time…
@@noc2_art thank you for your reply! would it change things if im a blender user of 2 years? and i find it just painful regarding any motion design - fluid sim, cloth, especially softbody and something like this vellum in the tutorial
Do youself a favor and go directly to Houdini if you like the workflow you see here.
Houdini is just a different way of thinking, not more complex, and you might as well get started learning it instead of spending time on C4D first if you eventually want to switch to Houdini, IMO :)
@@letsd0good This is quite a touchy subject that basically centers around total relativity when it comes to how each person acquaints themselves with a given software where both @esbenoxholm's suggestion and mine sit on an even keel in terms of pros cons. His suggestion is right on when it comes to devoting your entire mental faculty to getting to decode Houdini and not convolute your mind with concepts pertaining to the conventions of other 3DCC applications. Alternately you could also choose to get to understand proceduralism and its benefits in production by first getting into say, Geometry Nodes in Blender. It really is dependent on how you can learn in the most effective way that suits your particular way of digesting new information. Should you decide to go with Houdini, my suggestion would be to start modeling stuff as you would in any other software without getting into total non-destructive setups the software is famous for. That way you'll start warming up to Houdini little by little while producing tangible, nice looking models and with each small step you'll find yourself moving toward its very heart. I'm a generalist and that's how I warmed up to this big guy :) God speed 👍
Cinema 4D is much faster to learn than pretty much anything, but for complex setups using Fields, particles etc, you'll start to wish you had more control. At that point get back into Houdini Apprentice.
Sir, how can we achieve this in geonodes blender
Can you do a video please
bad
ruclips.net/video/Sd4SJVsTulc/видео.html