Houdini is fun and easy!Pick up a free apprentice version today:https://www.sidefx.com/download/
Now that we've got the formalities out of the way, I've been having a nightmare of a time matching Karma renders in the viewport / mplay. The ACES transform from ACEScg just never looked right, colours ended up too saturated.But I've cracked it for davinci resolve. Use EXR output:Houdini Settings:Edit > OCIO Settings > ACEScg(Setting this to acescct fucks up the viewport)Karma Render SettingsImage Output > AOVs > Component Level Output > Output Colorspace > ACEScctResolve Project Settings:Pic-related + in the colour page, project nodes add an aces transform with the following settings:- Input Transform: ACEScct - CSC- Output Transform: sRGBThis will let you mess withe gamut compression and do post-srgb changesThis will exactly match what you see in houdini.
>>996209Only with the power of Houdini will Cris finally be defeated.
>>996210Yeah you could do all that but I am able to match the mplay by just adding a brightness/contrast node in fusion and turning up the gamma a little bit.
>>996470i like rendering in acesi like importing straight to resolvei like grading in resolve in a log space
>>996470When rendering straight to disk with a rop the EXR's need to be transformed using linear rec709 by default instead of AP1/AcesCG or what have you. It then should match straight away.
>>996502Alright I will try it.
https://www.enoni.de/wp/pbr-5-layer/free cops pbr layering hda (fx compatible)
>>996209Does anyone have some good resources on how to shade and render pyro fire and smoke in solaris karma? I tried to make this shot but dont know how to make the fire at the end look like smoke instead of fire.
>>996209Is a Houdini General really warranted? How many people on this board have ever even opened it?
>>997183it's warranted. The thing about houdini though is that you have to have a pretty sky high iq to make use of it. Most people that can say sort of use it just end up making useless shit and/or trying to sell equally useless courses on it. Or, even worse, they end up trying to answer questions on forums or discord all day but they don't know why they cant make a sim that is actually interesting
>>996824https://www.sidefx.com/contentlibrary/flame-with-smoke/
Karma still isn't gold enough
Does anyone know how to add anything to material databases in Solaris? You can see them in the material linker catalog tab. You can create custom DBs, but I have no idea how to actually add anything to them. There are no docs and nothing useful on the discord.>>997241It's paid for my license a few times over tho I quite enjoy it. I've finally gotten a bit of a handle on Solaris too and it's cool as fuck hitting render on one thing and seeing a bunch of passes and cameras exported on the morning
>>997252I agree, it's still sweet at moment regardless
>2024>people still using houdini for rendering when Katana exists>people primarily posting about Karma in this thread and not about simulationswhy is this?
>>997592make a katana thread if you want to talk about katana, bro.
>2024>People talking about Houdini in a Houdini thread>why is this?
>>997592houdini + redshift blows that shit out the water regardless
>>997635i get the best renders from prman honestly and i hear 27 next year is going to be insane
>>996210why not use AgX
>>997736Not him, but use khronos
>>997736renderview is too flat for me and i don't want to fuck around with slapcomps just to have a good starting point.>>997737i haven't seen a working implementation in houdini yet. i do want to try it though, it looks good.
>>997736>>997737>>997824AgX, Khronos, ACES, blah blah blah. It doesn't matter when doing real projects, only side by side comparisons, so just pick the one that's the most comfortable to you and your workflow for now
Trying to make a hurricane with pyro. How can I make it looke less like smoke and more like hurricane mist?
>>997833Here is one made with volume vop (no sim)
>>997833>>997835applied houdini pyro 5 has a no-sim approachhoudini course pyro section has a couple of sim based approaches
>>997837>volumes* 5he changed the name at some point
Does anyone know how the hell I can get points scattered as a volume on a deforming mesh to not jump around like crazy and change their point numbers? Time shifts and rest nodes aren't doing shit. I just want to use this running character as a pyro source and have the points stick in one spot- so I can drive a certain degree of the smokes velocity using their normal direction
>>997864
>>997867Thank you!
anyone happen to own the Steam version? asking because I will eventually buy houdini indie and I happen to have a ton of steam cash from when I played CS and sold my skins. I'd rather just use that to buy it but if there are bugs or differences then I'll just shell out the money for indie separately
>>998315Unless you plan on making money with houdini I wouldn't bother buying any version. Apprentice has very few limitations, the biggest one is that you can't install any third party renderers. But karma xpu is great so I don't really see the need for this anymore. Also houdini is easy to crack if you really want to..Personally I don't own a commercial houdini licence, the studio I work at buys it for me. That being said, stay away from the steam version. Version management is a pain and you can only have 1 houdini instance launched on you PC at a time.
>>998426You don't get it. For one, the value of paying of having a legitimate sidefx license comes from the support and the scene files YOU have to send in to receive support. Just in this past month I had to email side 2x and they solved my issue in multiple lengthy emails and example scenes that they provided me and even let me know in advance notice about upcoming things they are going to be releasing that relate to the issue.Two, using third party addons is actually a must. Karma isnt the be all end all, either.
Sounds cool!
is there a catch with the free version of Houdini?
>>998658renders are limited to 1280*720no third-party renderer supportno geometry sequence export iirc (technically no geometry export at all i think, but you can get around it, but it would be tedious for exporting sequences)if you buy a license, then open a file saved in apprentice, it'll temporarily make your houdini session an apprentice session - saved files need to be converted, sidefx will do this for you once. there is a bit of a hack around this but it has some minor limitations (nodes inside sop solvers won't migrate properly, neigther will sticky notes iirc)
what is everybody learning?APEX?MPM?
>>999064The only thing that matters : Vellum
What format do you use to import characters from blender into houdini? FBX or what??
>>999152fbx is ideal since you can still mess about with the skeleton/animation. use the fbx character import node and set it up like pic related.if you just want the baked animation, then it doesn't matter, use alembic or some shit.
>>999154also, if you do want the skeleton and you've set up the chat with rigify or w/e, when exporting to fbx there an option to export just the def bones - i remember having to fiddle with those options, although i can't remember specifically what steps i did. should be easy to work out. do that or you'll get a big giant mess that you can't work with.
>>999155Yeah, the models in question do use rigify, so I'll probably have to figure some FK stuff out in a bit, but I have the model, the IK rig atleast, and blend shapes seem to be working, so that's good.
>get opencl errors constantly with vellum>update nvidia drivers>doesn't fix anything>disable gpu for opencl>go to render with karma xpu>all ambient occlusion is now bright teal
>>999252>ambient occlusiondiffuse/spec secondary bounce*
>>999252use DDU. Also, have you tried another video card? Cards dont last forever
>>999254i just rolled back to an earlier version.565.90 studio is the one doing the teal shit with houdini 20.5.332. 560.81 studio is fine.i can't even be bothered to fix the opencl errors with vellum; it's probably an edge case and there's barely a speed gain anyway for my project.
>>999257thanks for the heads up about 565.90. I dont have time to stop producing and mess and troubleshoot with faulty "studio" drivers that MUST be released every X number of weeks. There is almost nothing worse than troubleshooting faulty drivers
working on the soccer ball tutorial from sidefx website
Does anyone else feel like they're perpetually at 70% with everything they try with this software? At this point I get the basic jist of how to do most of the things I think of, but then I either hit some wall that brings all of the experimentation that came before it to a complete halt, or I just get stuck with a shit version of the thing I was imagining, that's everything I was trying to make it be, except it looks like shit.
>>999510No. If i come to a complete halt after exhausting all possible learning resources then I email side and give them my scene and tell them what I was trying to do and wait for their response
>>999257they have an official statement on 565 in the forums now, talking about the issue with XPU and optix. They say not to upgrade for now...
>>999684lel. i thought i was losing my mind when it happened to me. hopefully it gets fixed by the time i update in ~6 months. inb4 this turns into a redshift memory leak nightmare.
I've a final project to do in 7-8 weeks and now we're off the rails from traditional assignments and I can't recite a single thing I've learned. It's over!
>>999730Whatcha gonna make anon?
>>999761Probably not interesting, but procedural symbols/text like the runes in Diablo 2. Then I'll try to arrange them in animated circles and ribbons for a "magical circle" type thing swirling around the character.
>>999765Sounds fun t bh. Let us know if u get stuck on anything
>>999765that sounds super boring, not gonna lie.
>>999788one man's symbol generator is another man's viscous googirl dripper
>>999791do something actually worthwhile
>>999792Bro we make pretty pictures, calm down. If u wanna do something worthwhile go cure cancer .
>>999827there's a range of things that are worth doing in any activity
>>999832keep telling yourself that, pixelmonkey
>>999835you are the one literally taking a course and paying money to make a really weak project
>>999838you can't even keep track of who you're talking to lol
>>999839yeah because everyone is posting under anonymous and even if they're not i have "forced anonymous" on in settingswho would have thought that
>>999842don't speak to me (mr anonymous) or my son (anonymous) ever again
>>999835post prog
I have a challenge for ya'l Suppose I have this shape. I want to duplicate this shape dozens of times and scale it inwards, and have each smaller copy nested perfectly inside the larger copy. But the vectors don't want to let me do this. I get this crap instead. What do I do
everybody making houdini courses but there are no jobsend stage capitalism
>>1000070polyexpand2d should do this
>>996209What is this? It always pops up when I launch Houdini>>Prelaunch pb? 1
>>996209shit ui and sluggish performance. i took a month to really learn it and found out its just easier to work in a general 3d package with similar results. if you wanna do extreme high end sims, sure. but general use from renders to shorts, not worth the headache.
>>1000105Failed to process triangulation. See helpcard for possible causes.Don't see anything relevant in help, Tried remeshing and quad remeshing first and didn't help.Here's another problem- I want to project an image onto some vellum grains and have all my forces jumble those grains around, breaking apart the image and making the black grains get mixed up and lost. But I can't seem to get the Cd of these points to become independent of the projection- so the grains move around but the image continuously projects onto them in the same way. How can I bake the colors onto the specific grains so they stop doing that?What I'd really like to figure out is how to bake an image, have the simulation shuffle them around and end with them arranged into a different image
>>1000176you shouldn't need to do an attribute transfer at all. once the points have the attribute pre-simulation it should 'stick' through the simulation.if for some reason it doesn't, attribute transfer won't help. attribute transfer is proximity based.what you want is an attribute copy based on point numbers. i think in this scenario if you run it naively it'll work.ideally you want to keep track of points not based on point numbers, but based on id's just incase the point numbers get shuffled around (vellum will do this for primitive numbers all the time iirc) or if new points are spawned.usually this is done with an @id attribute and some schema to ensure that point numbers remain unique.however, you can't assign @id prior to a vellum simulation because the vellum solver needs its own @id attribute to keep track of this.i usually just use i@pt_id as a custom id attrib and then shuffle it around for idtopoint() lookups (that function only works for @id attributes.re:failed triangulation, i'd need to see the actual geo, but desu i'm going to be slammed during the week so i doubt i'll be able to help.for the image rearrangement thing, i'd have to think on it. again, i won't be able to really spend any time on it. but the idea would be this:1. precompute the second projection and store it as a point attribute2. maybe randomize point order and project based on that3. inside the vellum solver you can then use an attribute wrangle to just move towards this stored position. so if you've got a precomputed position stored as v@precompute you can just use a wrangle inside the solver and do something as simple as v@P = lerp(v@P, v@precompute, 0.05) and it'll move towards the position 5% per frame.
>>1000186oh also, you can just 'cheat' the rearrangement but just lerping @Cd. if you do it cleverly most people will never notice that you just blended from one colour to the other.
>>1000165nah
>>1000165lol
>>1000165show your work then, coward!!
>>1000093just wait until you realize that most of them don't even work in any industries.
>>1000614Mate, the Industry has completely collapsed. Are you living under a rock? The movie industry? Gone. Direct-to-dvd? Gone. App industry? Dead. VR apps? Dead. All you can do now is try to gain social media clout.
>>998660I see, so it's really mostly for learning. You can't just use the free version for years and then buy one month of a real license and then use the stuff you've made in the free version commercially.
>mfw constantly frustrated by the guide partition node and only just realise that no one uses it for actual parts in hair and that i should just break the groom up into sections
I'm not a good coder bros, is there any hope for me?
>>1001962The time when one need to be a 'good coder' is nearly over. We will very soon be programming in natural language in such a way that everyone will be a programmer.Once that happens in no time AI will write for us in machine code that'll be ineligible even for expert humans to interface with directly.It'll be more impractical than reading large programs viewed as assembly code.We will be reliant on AI interpreters to map out what a program actually does in metaphorical ways that is eligible to us.In that near future your ability to be creative will be gated more by your ability to be highly specific an concise in describing thingswhile talking to a LLM than you will be dependent on knowing the ins and out of syntax and how to write efficient and clear code.Anyone who's anyone in programming has stopped saying we should be teaching kids how to code, because that skill will be irrelevant.Growing your vocabulary and understanding of higher order concepts will be the success path going forward.What you can contribute will be gated by what you can express thru your command of linguistics and what you can conceive of as cohesive mental constructs.
>>1002005But it's not here yet. I interacted with 20 chatgpt solutions (paid model) and they all failed (or my descriptions did), and so I have to cope with my poor abilities in the now.I get time's will change, and I'm looking forward to those times as an artist.
>>1002009Chatgpt is good for houdini's python stuff but mostly miss for everything else.Btw if you want to copy different objects per point look up the attributes from pieces node and the variant copying workflow in copy to points. I think there's a nice post on the toadstorm blog about all the ways can do it now.
>>1000616so what's the point of learning Houdini then?somebody's learning, course makers are making bank.why are they learning Houdini, why?
>>1001962Don't listen to the other fag, I stopped reading after his first sentence.I'm a software programer and i use Houdini as a hobbyist. If you're saying this for VEX, then you're in luck cause it doesn't require to become the most excellent programmer out there. Learn the basics concepts of every programming language and you're set to go (variable, conditions, operators, flow... whoch you can do in a day, honestly).If you want to make production level stuff, then yeah I guess you'll have to learn some Python and be able to code more advanced scripts and programs. But even then, it's not the most advanced stuff out there. You WILL HAVE TO provide some effort though.
>>1002180>I'm a software programeryou might enjoy pic-related. i only found out about it recently, it's basically undocumented.
>>1002187Don't even know if you're baiting me at this point
>>1002319i'm not. it's real.
>wait for months for a course to come out>its out>the course isn't in depth, glosses over important details>most importantly, jump to the final video of the course and the results just aren't that goodshit man
>>1002558lel, which one?
>>1002561i wont put them on the spot but it doesnt matter. It seems like there are no really advanced tutorials because the barrier to entry is too high and they wont be able to get views or people with that sort of knowledge are under very strict NDAs and cantn make them in the first place so we are stuck with mid level at best tuts
>>1002563is it the big explosions one?
>>1002571no
>>1002574interesting. that's the only one i can think of that took a long time to come together.
>>1002607if you contact them in cases where there is no docs in the manual, forums, or discord for your specific use case sometimes they will give you advance info regarding the release of new materials. That happened to me a while back.
>>1002610ah okay, i think i know what you might be talking about now.
My peepee is DIAMOND since I discovered this fucking dream of a software. I honestly want to fucking master it. The modeling (especially procedural) part of it specifically and the VEX as well.I'm a gamedev. What learning path/courses should I take? There's too many different expensive course about Houdini, I wouldn't mind paying for 2 or 3 of them (in case I don't find them somewhere else of couse)
>>1002672you can pirate most of the big proc modelling ones out therecgma's proc modelling for production is a decent introrohan dalvi and adrien lambert have some stuffthere's a rope bridge one, an escalator one and a 'japenese castle' one which are more specific case-studies - these might be a bit more give a man a fish vs teach a man to fishthe actual best proc modelling courses are anastasia opara's lake houses but they're old and use a bunch of deprecated nodes, not easy to follow along for beginners - anastasia has a very big brain (she's the dev on that tiny glade game you've seen everywhere for the last few months)for vex, just do joy of vex on cgwikijunichiro horikawa has a very in-depth series on his youtube channelthe vex course from rebelway is also decent
>>1002675all of those tutorials are beginner level.
>>1002680
>>1002672if you want to learn houdini all you have to do is read the official documentation and do the official tutorials and watch the official videos from sidefx.Search the forums to fill in the gaps, odforce is generally horrible, discord is even worse.
>>1002675Ok thanks, I actually did a few one of these already. I was asking cause I don't feel like I'm ready to do my own project yet. > cgma's proc modelling for productionGonna this one, I need some "real life" project example in production context, thanks.>>1002684I read some of the documentation for nodes, they are vague as hell, especially the labs tool ones, which are the ones I need the most since I want to use Houdini for gamedev.
>>1002738get started on a personal project asap t bhyou'll never feel ready if you fall into tutorial hell because every tutorial you see you'll pick up something newi recommend taking good notes - exhaustive and detailed, in your own shorthand. you will forget stuff 100% and in a few months you're going to need to recap something quickly and you'll thank your past self for taking notes.
>>1002742I started my own project. A little bit overscoped but there's enough material online to have a feeling of how it should be done.Thanks for the tips.
I don't know how to introduce randomization to a switch
>>1002754if you want to read a point attrib you need to use the point() function:point(geostream, point_number, "random_int", index_in_case_of_arrays)just typing @random_int, it's looking for local variables created by topnets i believe.
>>996209Apex verdict?Current workflow aside, is it fully featured?
>>1002787APEX is really really messy. What you want to do and what the actual endgame is is feeding mocap data into vellum muscle rig, not with APEX setting up a early 2000s video game rig and manually setting keys and getting your footroll right. You want to invest in mocap suits and do the capture in any program and feed that data into vellum
>>1002830And yes, occasionally you'll need custom fk ik rigs for creatures and shit, but if you want to go through the utter hell that is APEX is very very questionable
Apex is good actually and very easy to use Component library needs a bit of building out, but APEX (and custom components) has access to everything in houdini so shops can customise it at will
>>1002837>Apex is good actually and very easy to usewhat is your use case
Uhh bros our 'senior' fx guy never got anything approved after a year and then got poached by ILM. Is this the power of houdini?
>>1002870based. what was the problem with his work?
>>1002871Wasn't stylised enough for the art director. We're in australia so there's severe skill issues everywhere, kinda tragic
>>1002870>ILMMiserable company. Good co workers
>>996209Started looking into it because this tutorial implied it is a viable alternative to Russian3dScanner/faceform for transferring ripped game model heads onto daz/other generic template human body models.https://www.sidefx.com/docs/houdini/nodes/sop/topotransfer.htmlThe apprentice version seems unable to do texture baking due to the render resolution limitations.
>>1002910I found a good tutorial on ripping models.First you have to load the money and the textures
That feeling when you get over the houdini gatekeeping by reading the documentation, but you still keep maya and blender in the toolbelt because they just work better for a lot of things and your entire output is going into a game engine anyways because film and tv are both utterly and completely dead.
>>1002918I can already rip the models. It's just a matter of transferring over the faces to the generic body template, but Houdini is surplus to my needs since I managed to get a copy of R3DS for free lmao.
>>1002910Houdini's Topotransfer works well for that, as good as Wrap4 or whatever the Russian software is. We've used it to standardize purchased head models to our character rig's topology.
I had an idea where I have particles streaming toward the camera. How might I make them prettier when so zoomed into them? Would you just work on the material itself, or try to spawn even smaller ones, or something else entirely?
>>997833Use pull instead of add for velocity. This one has lot of good informationhttps://www.youtube.com/watch?v=-EzjGqXl8eA
>>1002926There is no need to gatekeep something that is basically a gate in of itself.
>>1002926games is even deader
>>1003693not games developed by japanese studios
https://www.youtube.com/watch?v=pphH8OwH8uAworth claiming these tb h
>>1003700this guy only knows surface level vfx
>>1003669no dude, you don't get it. They gatekeep 100%. With maya everything is on the table. You can absolutely hit the ground running with scripting and plugin development. You can extend maya so easily if you understand cg. With houdini, they just don't have the same level of examples at a low level. And then if you have a problem you have to look at a picture of some spaghetti. You can't download a scene file not from official sidefx website because thats not safe. Like from a discord. Its just not a good idea to do so. On the other hand you can easily get help with maya development and dev it really hard really quickly. You cant say the same for side.
>>1003718Have you tried being smarter? It usually helps.
>>1003721multiple times I've had to contact side via their support portal and ask them why they dont have things built into their solvers that are doable today in maya. They just dont have it. They dont have the documentation saying they dont have it, either. You have to already be an expert at some area to see what they don't have and no one else is bringing it up anywhere.
>>1003723what should I tell sidefxi got connects
>>1003694do they hire non japanese?
>>1003723if you were smarter you wouldn't have to call up support tbqh
>>1003751not necessarily. I've also submitted and gotten approved bugfixes. What's the alternative? Write my own app? Get real, I don't have time for that. The closest thing to writing an app I can do is to extend a program, and this is where side says "ehhh not so fast" while as I've been saying, other players like maya and blender say "go right ahead, here's all the examples you could ever need, for any skill level"
>>1003723>ask them why they dont have things built into their solvers that are doable today in maya.Like what? You sound like someone who only knows how to use shelf tools and has no idea how DOPS actually work.
>>1003783lets say you have a node and you want to add visualization options to it that lets you see the combination of results of that node from previous frames in various colors and give options on how to adjust that information so you can further debug. Then you need to add this to either vfx ref pyside so you can use this node in other apps as well without having to write it specifically for hou interface.There are no guides for this in hou. Nothing to get you started In maya there is. In blender there is. Hou doesnt want you to go in this direction.
>>1003818And also lets say that when you are combining the elements of the previous frames, that you cant just combine them, but you need to do operations on each pass because the amount of data is too great. This is what I need examples for, not entry level karma tuts.
>>1003818>>1003819this is all really basic stuff.
>>1003868unfortunately, going into houdini, running a sim with hundreds of options, creating custom debugging data with custom visualizations and being able to sort and categorize this data in order to properly predict how to adjust the sim as well as making pyside gui that you can take with you to other apps as well as having said gui interact with houdini is something that most would consider to be expert level to get to run well, ie not just hacked together well, but 3rd or 4th generation well and ready to sell. I've been in this game a long long time. People like you that say something like this is easy are a dime a dozen and have nothing to back it up besides being paid to do basically nothing.
>>1003892implemented all that yesterday for fun. took about an hour.
>>1003908show us
>>1003911it might go into production so i can't share screenshotswhy don't you show us how far you've gotten and maybe i can help you
>>1003922but as I said, I am trying to sell. Why would I show you what I have?
>>1003935
HELLLLOOOOOOOO HOUDINIHEADS!about to start houidini-course.com after paying $50 for a monthly sub
>>1003818>>1003819This is all very vague to me but maybe I am not experienced enough to understand what you mean. You seem to actually work in the industry. >lets say you have a node and you want to add visualization options to it that lets you see the combination of results of that node from previous frames in various colors and give options on how to adjust that information so you can further debug.> you are combining the elements of the previous frames, that you cant just combine them, but you need to do operations on each pass because the amount of data is too great. This is what I need examples for, not entry level karma tuts.So then are you referring to a simulation that is already cached and talking about visualizing specific attributes in SOLARIS or in the viewport? I really feel like I need specific example to understand what it is you are talking about but stuff like this is actually where Houdini shines the strongest since it's procedural and non destructive.
>>1004497say i have stock houdini which gives the solver result onlybut, i want to know collision checks per frame - did these verts collide with anything or did they miss and still passed through a triangle. I then need to do custom GL / VK drawing in the viewport to show this and have different colors and then show a higher level of this in a pyside GUI or at least a node (probably wont be good enough). Then I need this for other parameters besides collision as well. This is what I need sidefx to make tutorials on. I don't need solaris tutorials.
>>1004500So you are trying to make some kind of tool in houdini regarding simulation data?What's the point of doing this? >With maya everything is on the table. You can absolutely hit the ground running with scripting and plugin development. Explain how you would create your example in Maya or Blender since you claim it is already built into those packages.
>>1004533the point is i can debug my sim faster in maya if I have the right tools that shows me info on the solve in a visual manner instead of showing nothing which is right now. The tools were functional and working in maya but I lost access to them permanently as they were sold to another studio. What I am saying is that I need tutorials on how to build similar tools that affect what actually matters ie sims instead of useless tuts on fluff
>>1004537What kind of simulation are you debugging? You mentioned collision data. There are many ways to visualize attributes in Houdini, You can even see what they are doing behind the scenes in the Geometry Spreadsheet. Some solvers do have this kind of thing built in like Flip sims for example showing different colors for things like fluid velocity and viscosity etc.
>>1004540i really need to see solved and missed collisions independently on muscle solver vellum node on every vertex at every frame
>>1004542Okay I have never used that specific node but general vellum does have this feature. The cool thing about Houdini solvers and most nodes in general is you can dive inside them and see what they are made of.
>>1004542>>1004543Okay wait I might have something better. Try plugging your sim into a Vellum post process. It has this feature built into the node. See if it works.
>>1004543Nah i have to use the muscle solver vellum node to do what im trying to do. I'm trying to make characters and animals, not random soft body. I'm following along with the recent very very long tutorial released by side last month. The collision visualization in the muscle solver vellum node is killing me
>>1004545Does Vellum Post Process not work with muscle Vellum?
>>1004548the inputs just dont make sense. It has a separation of vellum nodes and collision nodes, yet in my simulation im only using vellum muscle nodes of various stiffness