Hi guys ! I decided to join the fun. I'll probably go with the design of an old character I never found time to finish. It's a kind of bully / yakuza guy
I'm trying to do some test before, and the first issue I encounter seems to be a scale issue.
I downloaded the basemesh with a simple animation from the mixamo website, in the fbx format. I followed the workflow mixamo/houdini found on the mixamo website and here's the result. It seems like the mesh is way too big in the viewport, compared to the grid. I assume my character is too big in Houdini because I got some strong lighting artifacts. Some of you guys did encounter this issue too ?
Thank you so much Dryulya ! Do you know if there is a way to measure into the viewport ? For exemple if I want to know the size of my piece of cloth, or body, in meters or cm .
Yeah it's in meters, and it's imperative you work in meters, so that the cloth sim works properly. You can set your modeling app in meters, and it should stay in meters when you bring it back into houdini using fbx.
I got another question though :
I followed the masterclass for cloth which can be found here : http://vimeo.com/58110566 and there's is something that I would love to have some explanation.
Around 36'. it is shown how to paint influence for stiffness and damping value for the clothing, but I really have some hard time to reproduce this.
Basically, I don't understand where exactly the create attribute and paint nodes need to be placed, and how configuring its so the software know that what I'm painting is values for my stiffness and damping.
Thanks again for the help, it's a great community here !
Here's some test I did so far in houdini, with the simple human base mesh from mixamo :
i like your concept and the pose as-well .
i checked your website and man you got some serious work.and im glad to c people with your skill in this competition
good luck:thumbup:
Thx a lot
I'm on holidays this week and I don't have the file with me but I would say around 20k polies for the shirt simulated. I put a subdive node after the cloth simulation nodes to smooth the mesh
Default unit's are always in meters. You can changes this but make sure that you're modeling in the same units. I'd personally stick to the 1m default and change the model so that it's got real world scale. You can always import the geo right into Houdini to verify this. At the Object level create a Geometry node. The node that is by default created for you is a File SOP. Change the path here to point to you geo to load it up. You should see your geo now. Middle click on this node and you'll see an Info window come up that shows the size in units of your geo.
If you're going to paint attributes you need to do so *BEFORE* the node that is used by the DOPs network.
So lets say you create a simple grid. Go into the Geometry node and You'll see a singel Grid SOP. Now go to the shelf and make it a Cloth Object. Go back into the Geometry node and notice how the SOP network has been changed? I believe the start of the change is a Convert node (labeled "convert to cloth" or something like that). You'll probably want to put your custom attributes *before* that one.
The DOP's network is going to pull data from the nodes labeled something like "SIMULATION", "ANIMATION" and "REST". You can confirm this by going into the DOPs network, click on the Cloth object node and look at the Initial Geometry, Rest Geometry, and Animation Geometry. Those should point to the SOP nodes in your Geometry object.
Did you notice the new lesson which teaches how to bring mocap animation into Houdini from the Mixamo.com website and add a Cloth simulation? It addresses the scale issue you were encountering. I was going to try and explain it in a post but a video seemed easier:
Here's an update on this guy :
There's a lot of thing to fix, it seems I broke the walking animation somehow since he seems to pop in some places. Also the cloth seems to crazy for now, especially the vest. Also don't pay attention to the cloth and body penetration. It's due to the displacement .I'll try to hide the geometry beneath the cloth for my final render
Hope you'll like it
I'm trying to do some cloth simulation but I've got some major issues so far. Right now my cloth looks weird to me. As it seen at the beginning of the video, the cloth tend to wrap around the arms of the character and making it looks kinda bad in my opinion.
The other thing is when the character is moving, the cloth tend to flicker a lot, like if there was wind or something. But I didn't add any forces in the scene. It's obvious around the collar for exemple. This issue really annoy me since I tried for 2 days now to find why is this happening but didn't find anything and have no clue where to look at.
i like this walk animation you can tell that is a walk of a gnagster
my son was waching this by me and said is this one megaminde i told him why he said becaus he has a big head .thought it was funny and hes 4 by the way
It's been a long time since I posted a wip, but I had so much issues with the clothes and the rendering time was so long that I didn't be able to test as much thing as I wanted.
So here's some shots. I'll probably fix the cloth manually, no time to launch a new sim again
@Senor_Chewy : I used the cloth proxy thing. The piece of cloth simulated is one sided but drive a higher resolution, with UVs done, and with thickness
Looking really solid Guedin! Really like the style. If you don't mind me asking, any tips on getting a really crisp looking render like yours. It looks really good.
Thanks Jayson,
About rendering, actually it's just basic stuff so far I guess. The thing is, if you want to have less noise in your picture, don't forget to add more sampling in the light shadows parameters, especially if it's soft shadows. But keep in my mind it gonna increase your rendering time, which can be alright for a still, but not manageable for rendering a video
I tried with simulated hair ... But quickly abandonned it. I had a painful time to make the cloth working ( and it still not working perfectly ) so I didn't want to spend more time to learn how to make hair in Houdini
Replies
I'm trying to do some test before, and the first issue I encounter seems to be a scale issue.
I downloaded the basemesh with a simple animation from the mixamo website, in the fbx format. I followed the workflow mixamo/houdini found on the mixamo website and here's the result. It seems like the mesh is way too big in the viewport, compared to the grid. I assume my character is too big in Houdini because I got some strong lighting artifacts. Some of you guys did encounter this issue too ?
Thanks again
Edit > Preferences > Hip File Options > Unit Length.
I got another question though :
I followed the masterclass for cloth which can be found here : http://vimeo.com/58110566 and there's is something that I would love to have some explanation.
Around 36'. it is shown how to paint influence for stiffness and damping value for the clothing, but I really have some hard time to reproduce this.
Basically, I don't understand where exactly the create attribute and paint nodes need to be placed, and how configuring its so the software know that what I'm painting is values for my stiffness and damping.
Thanks again for the help, it's a great community here !
Here's some test I did so far in houdini, with the simple human base mesh from mixamo :
[ame="http://www.youtube.com/watch?v=W8ihMAN-GvU"]HoudiniClothSim_Test02 - YouTube[/ame]
i checked your website and man you got some serious work.and im glad to c people with your skill in this competition
good luck:thumbup:
I'm on holidays this week and I don't have the file with me but I would say around 20k polies for the shirt simulated. I put a subdive node after the cloth simulation nodes to smooth the mesh
If you're going to paint attributes you need to do so *BEFORE* the node that is used by the DOPs network.
So lets say you create a simple grid. Go into the Geometry node and You'll see a singel Grid SOP. Now go to the shelf and make it a Cloth Object. Go back into the Geometry node and notice how the SOP network has been changed? I believe the start of the change is a Convert node (labeled "convert to cloth" or something like that). You'll probably want to put your custom attributes *before* that one.
The DOP's network is going to pull data from the nodes labeled something like "SIMULATION", "ANIMATION" and "REST". You can confirm this by going into the DOPs network, click on the Cloth object node and look at the Initial Geometry, Rest Geometry, and Animation Geometry. Those should point to the SOP nodes in your Geometry object.
- http://bit.ly/Z8tYnD
There's a lot of thing to fix, it seems I broke the walking animation somehow since he seems to pop in some places. Also the cloth seems to crazy for now, especially the vest. Also don't pay attention to the cloth and body penetration. It's due to the displacement .I'll try to hide the geometry beneath the cloth for my final render
Hope you'll like it
[ame="http://www.youtube.com/watch?v=o-0Av--iA3A"]HoudiniClothSim_Test03 - YouTube[/ame]
Thanks so much for the kind words
I'm trying to do some cloth simulation but I've got some major issues so far. Right now my cloth looks weird to me. As it seen at the beginning of the video, the cloth tend to wrap around the arms of the character and making it looks kinda bad in my opinion.
http://www.youtube.com/watch?v=C3YYxRCCZUs&feature=youtu.be
The other thing is when the character is moving, the cloth tend to flicker a lot, like if there was wind or something. But I didn't add any forces in the scene. It's obvious around the collar for exemple. This issue really annoy me since I tried for 2 days now to find why is this happening but didn't find anything and have no clue where to look at.
my son was waching this by me and said is this one megaminde i told him why he said becaus he has a big head .thought it was funny and hes 4 by the way
So here's some shots. I'll probably fix the cloth manually, no time to launch a new sim again
How did you handle the double-sided cloth?
-Chewy
@Senor_Chewy : I used the cloth proxy thing. The piece of cloth simulated is one sided but drive a higher resolution, with UVs done, and with thickness
About rendering, actually it's just basic stuff so far I guess. The thing is, if you want to have less noise in your picture, don't forget to add more sampling in the light shadows parameters, especially if it's soft shadows. But keep in my mind it gonna increase your rendering time, which can be alright for a still, but not manageable for rendering a video
cant wait to so your finale and what did you decide about the hair are you gonna use the modeled hair or ytry and simulate it
Finally, I did it. Here's my final video, I hope you'll enjoy it
[ame="http://www.youtube.com/watch?v=GxvkP6O0bZA"]Houdini - Mixamo Costume Design Challenge 2013 - YouTube[/ame]
-Chewy
Here are the big pictures of this guy :