Houdini: Tearing A Spider Web Using Vellum Grains
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- Опубликовано: 16 янв 2025
- Support us on Patreon: / entagma
Been pointed to Philipp Pavlov’s great spider web animation ( • Spiderweb houdini simu... ), felt in a mood to try setting it up using Vellum grains. Somehow succeeded. Recorded tutorial. Feeling cute.
In this tutorial we’ll set up a simulation which allows us to tear a spider’s web. We’ll be using Vellum grains. Artwork rendered using Octane Render.
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One of the finest quality Houdini stuff by Entagma
I respect the fact you respect others time and didn't make this a typical Houdini RUclips tutorial. Straight to the point, stayed on track, and anything else we wanted to do we could just use our own brain with what you provided. Great video! And the amazing people in the comments giving suggestions are helpful as well.
also you can use Intersection Stitch instead of Fuse to combine spiral and radial groups
Very unorthodox. My favorite part was diving two levels deep into the Vellum Solver to find another Vellum Solver and tweak that. The "J" key trick was cool also. Great tutorial! Learned a lot!
I used this tutorial for an assignment at Uni and at first, I felt totally lost with Houdini. But thanks to this video I feel like I actually understood something, so thank you!! Let's hope I can figure out how to render it!
Great tutorial. It's always reassuring to watch the masters struggle with Vellum like we peasants do 😂
Houdini is amazing and so are you guys!
For those asking how to convert the web into geo, just add a polywire into the constraint output from the vellum solver
Excellent walkthrough. When I'm watching your videos I see how easy everything is and how much is possible if I would deeply understand Houdini. I mean, the setup of the interactive spider web is not that complex.
Interesting approach, thank you for sharing your thoughts. I learned a lot from it, thank you for your time.
How can I export the sim out of houdini?
Great tutorial really loved it.
Is it possible for you please showcase the finished animation in stand-alone (full-screen) fashion at the end of your videos? It would be a nice conclusion to any one of such tutorials :)
OK!!, now we want spiderman shooting web tuorial.!!
Amazing! Thanks for this walkthrough :)
Thank you!
08:25 Part 2
Im interested in your Patreon subscription "Render Swag", is there a rendering tutorial for like every video you did on this channel or how does it work? Awesome content btw, I'm a media creation student and I love your videos
Great tutorial as usual
Can we see a slime tutorial using vellum
3:28 at this moment i burned my eyes bcs light theme
E+🌀=❤️
Is it possible to make certain parts of the web that collide with the tube stick to the tube? Even beter would to tempoarily stick then rip the web at certain threshld? Nice work of cause and really well explained as always ;)
Very good tutorial. I got stuck on one part which is the character you used on the point wrangle node. What was the character you typed before the "nopin" group name?
!
so im trying to use this to make an underwater scene having bubbles coming off grass but I keep getting the same error I feel like an idiot 😢
how do I convert the web costraint to geometry?
did you know how ? :(
Awesome video as always! I just have one rookie question. Why did you go with vellum grains over like vellum cloth or hair? I thought spiderwebs would be more like wires or hair but im probably missing the theory behind using grains.
why i can't merget two vellumgule?
Oh boy!
Thanks you 💗💗💗
Thank YOU 🤗🙌🏻
Interesting to see you not going procedural. I should do the same when it's not necessary
Amazing tut btw, as always ;)
-
Alvaro
Noice!
How did you create the web geometry for rendering in Octane?
Also FYI - it's possible to drop and auto wire a Merge node by selecting the nodes you want to merge, and then Alt dragging from one of the nodes connection points
its so cool
Wondering who gave the one dislike!!! Maya user or?
Wow, I try this in Geometry Nodes... Cool!
沟伙粉丝到此一游,尼笔力步队!
Blender!
Yummy
How to convert the vellum web constraint to geometry for rendering ?