Houdini Tutorial | Clothes with Vellum

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments

Nice tutorial, I really enjoyed it!

👍︎︎ 1 👤︎︎ u/pundellot 📅︎︎ Feb 20 2020 🗫︎ replies

I started watching just to have a quick look and ended up watching the whole tutorial, really well made!

👍︎︎ 1 👤︎︎ u/Djbrazzy 📅︎︎ Feb 20 2020 🗫︎ replies

I really like Houdini, but I gotta say making clothes in SOPs feels like the Bronze Age when comparing it to Marvelous.

👍︎︎ 1 👤︎︎ u/teerre 📅︎︎ Feb 21 2020 🗫︎ replies
Captions
[Music] hello everyone today we are going to learn how to create and simulate cloth with value we are going to exploit same workflow as Marvel's designer and you will see it is pretty simple to create quality nerdini so let's start ok let's start our project I have a simple journal here we the two agents notes ok a tea pose and a walk cycle those FBX I have downloaded from exam here is the simple to pose I switch the input to FBX and load my PX file and in on walk cycle I have a simple walk cycle in place okay everything from mix mo and I have as you see two outputs here on walk cycle I have a transform and you know to know the output from my walk cycle I transform as a simple keyframe two keyframes on translate an X on Z sorry axis so I have my walk cycle here ok and on this first know I have my mesh in place ok I am using a time shift to freeze my animation from walk cycle and I have an S plant the sequence plant between these two agents I'm using these and not a switch so I can show you that we can mark between animations between FBX animations maybe you need these for like linking few animations on your project so you can use a sequence play to morph between FBX files ok right now I'm just using these to show you I could do the same with a switch function so on an input plane on 0 I have my typos in place and in one I have my walk cycle in place without animation because of time okay so let's go to our purpose of this tutorial and let's place a clothe a journal and call it cloth okay let's start making our cloth so we are going to use Marvelous Designer knowledge to do this first let's make two sides okay my perspective and here I want my front for now so we are going to use the to create class like you do on Marvelous Designer so you we are going to create a few forms and then stitch them together to make a cloth to do that we have this node called patch planner patch it creates a simple figure surface let's call it like that and as you see it has divisions and for the cloth these de subdivision is topology is better for cloth if you see a marvelous design they work pretty like this and on this node you have a few options here on build plane you can switch the plane of your surface activities on the floor we have dimensions disease like the shape of your surface we have rectangle trapezoid circle and ring we are going to create a few different types of cloth and we are going to use only planar patch okay we are going to create a belt a skirt and a coat over top cloth we are going to use the rectangle for the belt trapezoid for the skirt and a ring for the coat over top if you want like you do on Marvel's designer you can draw a curve let me yakov maybe you can come here and draw your curve like that we cooked let's close our curve okay nerves and you can use a planar patch from curves okay you see it makes it the right apology for your class this is one way to create your cloth but this is an intro tutorial so we are going to use only two planar patch because I want to show you that you can do pretty cool stuff with a simple planar patch and changing its shape okay so let's start by making our belt we are going to start by creating the front belt okay we are going to use a rectangle and I want really seen maybe 0.05 why let's bring this up and I want to change the dimensions if you hold down the shift button you can really mention on both sides I can do by the origin okay as you can see my model is not on center so let's make this explicit that it is way too big for a belt okay a little bit smaller something like that we can go back and adjust is the way we want okay we have our front belt something here okay and now I want to make the back okay we could just come here and back belt but I don't like this way because we in the future along the process if we need to change the size of our belt you'll see the back belt won't change because it's not linked with the previous banner patch so instead of copying this planner patch let's place a single transform this way we are kinda creating a semi procedural work for okay so let's call it transform to back just to name everything so we have our back plane back belt in position and let's merge this okay we have the front belt and the background okay as you see we have everything in place so now how do we teach everything like you do on Marvel's design you select this edge and link to the other edge how do we do this um Deenie it's same principle but here Houdini works with the group's point groups lucky for us planner patch has that for 12 us on seams first I want to I'm sorry to keep jumping from stuff because I I'm watching and I can see our belt has really low resolution to increased is we can go to edge when a length and let's decrease to 0.01 as you see now we have more subdivisions back to our stitching how do we connect our pieces as cloth first we need to group the seams we want to edge we want to connect so on planar patch we have the seams and we want to connect to edge the left to the other wifed and right to the right so we just check these boxes at same and writes in as you can see on the name here is the name of that group we are you in the name of our node front belt underscore left and here front belt underscore right if we check the information here and our node you can see now we have two point groups front belt left front out right but when we transform official here we still have the two point groups that we need but to name are the same and this is the back belt how do we change the group names easy let's place a group rename and instead of picking this one and then copy-paste and changing two back and do this again to the back to the right one instead of doing this we can simply go here in front how do you do this call this in English asterisk start I don't know so let's place front and this symbol a handbag yeah if we check now the front our group names now are called back left a back belt left and back belt right this way we are judge is changing the world from front to back okay now we free check on March we have for group point groups back belt and front belt okay now how do we stitch this we convert these to cloth right well and configure cloth okay it's making the constraints for the cloth and everything I'm going to reduce the resolution or increase the edge lengths just to the purpose of this tutorial okay we are going to increase the resolution in the future for now we have a valid cloth and if we make a valance over we are just going to simulate this cloth okay okay I'm on frame 60 so that's why my computer is freezing okay if we place a realm solver these two planar patch will behave like cloth and will just fall down with the gravity instead of using this over its over is just for the simulation of our cloth we don't want that for now we want to stitch our cloth so let's place a valium drape this node will allow us to stitch our cloth okay if we go undeveloped but we are jumping this because we don't need to check this for now just in case you want to have a different fabric and behavior for your cloth for now we just want to stitch them together so let's go to vellum drape we have well from this we are going to check these in a bit by the to stitch them together let's go to drape wrapping and weld additional scenes check this box and you'll see a new options will appear you have well properties and weld seams as you see now it is asking for two groups to know what to stitch so as we named these it's pretty simple we want to link to front belt left to the back belt left okay and we want another one so each seam as you can see here from the belt left to the background left it's creating these stitches or Welch okay so let's do the same for this side instead of having here the back belt front wealth right and in background right instead of doing these disease working for now but it's not too right way to do this because you can have a pretty complex at a cloth right now the belt is really simple to start with so instead of adding here the groups let's have a new scene just press the plus button and now let's use the front belt right and back belt oops sorry right okay pretty cool and now maybe this is only using two points but you just check one thing if you do this okay now we have three points it's better for the stitching okay now if we press play you'll see that our cloth will fall down and try to stitch it cool pretty cool but as you can see our cloth is inside the model right how do we can how can we make the model to collide with a cloth exactly let's place an object merge and let's call it static model remember we use these no these the other two nulls the moving female and static female to make our cloth the first before the animation let's use the static female okay and why are these in to our third input of vellum cloth if you check here like me hide everything okay something is wrong I mean parting the object oh I forgot yeah because we are using agents we need to do one little thing we need to convert these to polygons okay and do the same to the next one okay now we have polygons right now if everything goes all right we can see the collision mesh okay so one thing I can see is that our cloth is intersecting that harm I think it's not a problem but we can just move a little bit to the side okay let's stitch our belt and as you can see our belt we is way too wide for the body but as you can see it is behaving and we stitch our cloth pretty simple right let's decrease a little bit the side let me just you just see our body I think decrease this will be it make it on the side okay like this as I said because we are using a we are using a transform this is like a semi procedural stuff so now if everything goes alright okay you can see we have a really nice belt okay now let's make a skirt okay to stitch on the back to the back of our belt okay to make the skirt let's place in our planar patch call it skirt okay let's make a skirt we want to skirt to be on Z and X plane and I want to be trapezoid on trap side is a little different from the rectangle because you can like scale one of the sides okay now we want to maybe the top not the bottom we want to bottom because we want to stitch this like this let me check this one to see where is our back plate okay Rico so one way to do this we want this top side to be the same size as these as our belt right we know we are working with this side let me shake okay one way to do this is to copy/paste this parameter on the width of our rectangle of our belt copy parameter and then come here on topper or taper and paste a relative reference this way we know that our skirt will have the same size as our belt okay pretty cool and then we can play with is I like to make like a long really long skirt like it was a wedding thing okay I want it to be a little bit higher wider on underneath if we change here to 2 or 3 you can see now that our tapper our taper you not same size as the belt because we increase the width to 2 this is easy to fix on these legs expression let's divide by 2 okay because we are doubling the size on one so let's use the off to the taper or tapper okay so we have a really nice skirt and remember we need and you seem to to be able to stitch and weld these top sides or bottom I think it's the bottom yeah the bottom side to our back belt okay so let's use the bottom seam we don't need em you any more groups okay just this one and wear these to the merge okay let's go back to our drape remember and let's create a new seam and you don't this one we want a new back we need a new background I was forgetting that so let's go back to our planner patch and we need the bottom seam okay so you can have this group so if everything goes alright you need turn this off okay I'm going drape now we have two back belt button okay and we need to wire these to the bottom skirt skirt underscore button okay now you see we have a few problems right because these seams use points to to stitch everything together okay so our groups need to have the exact same points from back weld bottom to the bottom skirt okay how do we fix this one way to do this with a simple planar patch is just to have the same oops sorry I did one thing wrong copy parameter I was saying one way to do these with the planner patch is just to have the same edge length it is my computer is processing this it is making the planner patch okay the higher resolution we have the same edge length if now I check my world you can see they are they have the same point numbers in case you don't want to have these higher resolution for the skirt we can let's do it this channel okay think a little bit my computer one way to do this is just to check how many points we have in one group and have the same for the other rights okay let's increase this again if we shaped well and rip don't have enough points to hire these so one way to do that is if I remember ah yeah here on the point groups on the information from this patch note you can see our front belt bottom has 40 points okay and in our skirt we have only nine how do we increase this without increasing the resolution you can come here to our planet patch from the skirt and you can see we have an option down or below the bottom seam okay you can put bottom points and here you can increase the number of points you need you can see now we have a lot of points here without changing the resolution from the planar patch we now check the velum drape you can see we have all the points connected one thing I want to show you is that sometimes imagine these planner patch was flipped something like this like me I think I can do I'm going to place a transform just to show you what I want to see if I were type T is not that one okay sorry just checking these out here 180 I won't just show you one little thing you see okay let's place our skirt in the right position okay imagine our skirt which was flipped okay now you'll see that when we wire everything we drape our stitches our seams are flipped sometimes this happen when you rotate your planar patch and something like that don't be afraid because we have a few options here on vellum drape we can reverse these we'll fix our problem and sometimes you can cycle your seams okay right now the cycle is okay but as you can see if we still have problems you could just fix the cycle because it is using the point order and sometimes the point order is not correct okay in our case everything is alright let's go back to our making our skirt on the right position okay let's move this up okay just little thing I'm going to turn off this preview okay so now if I press play everything will Stitch pretty cool collide with our body and our skirt will fall down cool but we need just one thing we need to had a floor because if we let this simulation go forward you can see that our skirt will cross our floor okay let me just wait a little bit because we don't have any collisions for the floor undeveloped okay we are just having we are just using the the female okay so this is a problem we need to fix this it's easy just place a grid okay now we have a floor I know there is a problem with mix mo as you can see our for our feet is not on the floor so let's place it transform that's why it is in and let's cut this down a little like this copy paste this node here and everything is alright okay now we need to head degrees to our cloth simulation let's go back to create okay it's polygons let's increase I don't think we need to increase the resolution right okay so let's go back to our cloth do the same as we did for the female let's call it floor and instead of using merging the female we want to merge our floor it's the grid okay now if we we need to merge everything we need to merge the static female and the floor to the merge and instead of Y in the static model we are going to wire the merge to the third input of our velum you see now now we have the blue wire for the floor flat display you'll see that our skirt will now collide with our floor okay pretty simple right and now we just need to make our top coat let's go back something went wrong save this before I lose everything in travail truth okay sorry okay now let's create two over top for our code for our mesh let's use again a planar patch I need to see my model okay I want to be this on Z and X and on shape we are going to use rink okay we don't want an open arc we want to close arc but if we I don't know why but if we increase these two to 360 angle you see that our our planar patch is now closed is not a ring we don't have a hole inside I can't understand why because these this is using a a curve so by closing this curve it is making a surface is like we have a circle no so instead of using 360 degrees we are going to use 350 feet 55 okay so we have a nicely a ring with an open space here don't mind about that because we can simply weld and use these as seems okay so let's place these in the right position we want okay let's decrease these to 0.1 0.1 I'm going to increase the resolution decrease the edge length okay maybe this is way too low okay you can see here a little hole maybe I'm going to change this to the top view part so we can see where are we placing our hope okay just around the neck like that super easy okay I think everything is alright let me decrease these bit okay that's good for now and let's make this size bigger maybe three three okay I think this is a really nice cut like an umbrella so again let's go to planar patch we know we need to seam and we'll stitch these sides so let's go to left same and right seam and I want to call it code okay let's merge the code where the code to the merge and now we need to stitch this and you group let's go to drape same new group you seem and let's go to code left and cut right as you can see I was mentioned this before our seams are wrong they are inverse so let's check these reverse checkbox now everything is correct pretty cool and let's play play our simulation everything will fall down let me wait a little bit I think this is cool okay so now we have our skirt our belt and our coat pretty cool now how do we use these on cloth simulation okay if we we wire these to a valium solver it will work but I want to show you a little process before okay first we need to freeze these animation if we freeze this on 150 let's change this freeze at frame 150 you see that we all will freeze the simulation so right now we are always using this freeze frame at 150 I'm using a higher number because the cloth simulation was taking a little bit to simulate and fall down okay one thing I like to do is save to disk and load from this just in case we don't change anything and it's loading from the disk and it is faster okay right now right now we won't lose any anything okay so we have our cloth we need to do a few things first before our simulation just in case to prevent from these to expose so let's place a valium post-process and why are only the first input if we do this we can see we have applied wells this is doing one thing that we we really need let me see if I can show you here okay I'm going to turn on the points trying to find out where they are I was looking for the scene on our code but I kind of missed it let me see on the belt okay here on vellum drape we we use the seams to stitch these sides right but right now we have these points we have in this case on this point here we have three points at the same location and that's why is that because we have the front belt with a point here the back belt piece has a point here too and the skirt has a point here too by applying the velum process you can see that these points are only one now we kind of glue everything together and we don't have multiple points on the same position because we are welding every single piece okay like merging and deleting duplicate points I think if we come here and Shake point and here we have a few last point you can see seven 680 and here after the post process we have six zero four okay are deleting a few points okay so now our claws are only like two pieces the coat and the skirt the belt is weld with the skirt okay we could here we can come here and subdivide I like to use the loop we subdivide we have more resolution for our simulation but for now let's keep it on none you can extra thickness okay but for now we are just editing our cloth for our simulation one other thing that is wrong you can see that sometimes our faces are white and other are blue this is one way to see the normals of or cloth okay if we turn this on we can see that our codes have the right normals discard - but if we check the belt you can see we have a few problems you can see the back belt sorry the back belt as the normals wrong because we are just transforming and not flipping the normals one way to do this we have the poly dr. this node can fix everything for not for us but it's going to recalculate the normals depending on everything so I think there is great queening polygons okay if I check these out it is going to check every topology every model every polygon check the normals and fix them to make them uniform as you can see Shakti is out on the belt if we add this turn off the normals are the wrong side and if we check this one it's going to be on the right side okay so now everything is correct and we can use now these cloth and simulate so let's place a cloth again LM configure cloth why it is in to the let me turn off normals and go back to single view let's see the perspective okay we have developed cloth and I want to use the collision same as we did on drape and at the same because now we want animate one okay so led to something here let's import our animated female mmm let's go to a moving female okay pretty cool and we want we need a merge and the floor again let's play submerge let's wire the floor back to our merge and light these into the third input of LM cloth and now we want to simulate the cloth so let's put a valance over why the three inputs and we have everything together we have the cloth we can see with the blue color are the collisions and if we press play you'll see that the tower cloth will simulate and fall down and collide with the body one thing I want to let you know is when little it's not really a trick I was calling it a trick or a tip check always check the thickness by checking this box you can see the size of our thickness and these shouldn't be really really big okay I'm trying to show you the belt you can see here on the belt they are really big so let's fix this and go to our ballon cloth and change the thickness to 0.005 okay they are smaller better this way okay so now let's uncheck this and press play see now we have our body moving and we have our class they are colliding with everything and they are pretty cool you can see we have a problem if you see the hole on our coat I it is stretching too much you can see this is stretching way too much for my taste one way to fix this is go back to cloth and increase the stiffness or other way to fix this you just go back to the solver and increase the substeps increase this to five it will solve our problem because it is using more cell types each frame to process our clock and it is not stretching that much because sometimes the default parameter from belem cloth are really good for a simple cloth so one way to fix that it just increase the substeps you can see our hole in the coat is not increasing anymore okay pretty cool I have everything together so right now what we can do is place a post process telling post process why this in okay now we can do if you think a few post process that we did in two on this one because this is after the the final simulation from our cloth so we can subdivide I like to use the loop one it is keeping the the same topology increases to two okay we can detangle check if any cloth is intersecting intersecting each other and you can extrude and have thickness okay Rico and after this I like to save everything on file cache I'm going to do this I'm going to stop recording and I'm going to catch this file cache so that right now let me just call it cloth cash as you may have seen on previous tutorials I like to delete the dollar file heap name because I keep changing the project name okay and same frame wrench everything is alright and I'm going to stop the recording so I can cash everything so I'll be right back okay so I've got the file cache done and I did a simple flip book to show you the simulation pretty simple yeah and cool now it's up to you to color the cloth one thing I did on my animation is that I don't have everything on the same balance over I have a balance over for the code another for the skirt okay so that way I could just place an attribute fob make a point Bob could work that you would hop let's pick up the points and I just use a turbulence noise to color our cloth just like that and I increase this and change the amplitude this way I colored the code but for that I had a different solver for only the code I had a solar for this cart and others over for the code okay that's it for this tutorial it's it was very simple just one way to create cloth now you don't need to go to Marvel's designer to create simple quaff animation you can use banner patch use simple surface as I said you can you draw a curve and then use a planar patch from curves it will make the same as this one but following a curve create groups point groups too to be able to use on drape for seems okay now after that EDG are cloth with post-process poly doctor in case you'd need to fix the normals then wire back to a vellum cloth and then use vellum solver to simulate our cloth okay simple as that of course after that you can paint and use for volume profit post process to subdivide and thickness and detangle in case you needed okay as you have seen it is pretty simple to create quality with planar patches and Valentin to simulate just add a balance over to the process this workflow is really similar to Marvel's design before we finish our video I want to thank our patrons for the awesome feedback and support and really at we have reached our second page in goal and this cloth animation will be part of a special movie I am doing to thank you all I hope you enjoyed this video and if you like this tutorial don't forget to hit the subscribe button and check out our patreon page when I stay and see you on the next one [Music]
Info
Channel: Motion Designers Community
Views: 6,648
Rating: 5 out of 5
Keywords: motion designers community
Id: _gR_7PMbKJ4
Channel Id: undefined
Length: 48min 17sec (2897 seconds)
Published: Wed Feb 19 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.