VMG ~ Vellum for MoGraph
VMG: The Ultimate Vellum Powerhouse for Houdini!
All-in-one HDA for Cloth, Fluid, Hair, and Grains; designed to supercharge your workflow and bring your creative visions to life faster than ever.
- Dramatically speed up your Vellum work with a streamlined, artist-friendly approach.
- Easily access forces, properties, and many attribute-based features with sliders that give granular art direction with real-time viewport feedback, making Vellum intuitive and powerful.
- Seamless rendering in Solaris, handling UVs, caching. All the technical heavy lifting is taken care of so you can focus on creativity.
- A clean, consistent UI with visualizers, designed for rapid muscle memory activation, letting you work with dependable precision.
- VMG removes the tedious, repetitive process of setting up numerous nodes and attributes/vex code from Houdini’s Vellum workflow, making iteration a joy — from first sim to final render.
Whether you’re crafting flowing fabrics, dynamic fluids, lush hair, or intricate grains, VMG keeps you in control. Unleash the full potential of Vellum!
What you will get: a Houdini .hdalc file (Indie Version)
Please join the Discord server for questions, future feature requests, bug reports, and project-based tips and tricks. Discord will also have long-form videos* that provide more in-depth usage of VMG.
Examples made with VMG
A generic palm tree scan, used with Cloth; weight of the cloth for the leaves is adjusted. The bark of the tree is the collision object, the stems are Attached to the bark, and the leaves are Glued to the stems.
All categories in VMG have a ReTime toggle available, to rapidly animate the speed of the simulation
Adjusting inflation properties on the fly with simple sliders; using Inflation with Point Deform results in fast viewport feedback.
Enabling the Point Deform toggle allows a much lower resolution model to simulate, that in turn, drives a very high resolution model with ease.
Cloth Rest Blend is a very powerful toggle, that takes the same geometry with modified points and animates it by the Vellum Solver. As simple as dragging and dropping the modified geometry in the Rest Blend Geo and using the Blend Mask object as a falloff. In the example below, gravity is also animated under Cloth Forces.
In the example below, a few toggles have been activated. Fluid Awaken, that is being activated by the ball geo. The Fluid also has Auto Sleep enabled that is causing the "Wax" to settle. The "Wax" consistency is generated from the Fluid Multiplier, with Viscosity set to Butter Fat.
Creating honey is as easy as choosing viscosity for the Fluid, enabling emission, adding bubbles, and rendering. Bubbles toggle also has an option to choose a custom geo in use cases where the in-built default sphere is not required.
Mixing Cloth and Fluid, with Cloth set as Rigid and weight set to a floating point. A small amount of Axis force + Bubbles (bubbles scale can be animated to give a slow fade out). Velocity blur is available once turned on in Solaris. Simple.
The glass of the phone is setup as Clustered and Glued Grains, the screen is setup as Fluid. Both are activated by a falloff with the "Awaken" toggle. UVs are setup with first initializing a section of the simulation and then applying that to the entire simulation.
Simple Fluid example, assigning viscosity to a box, and activating the Fluid Attract toggle.
Hair is pinned at the base in the example below, with the tips glued to Cloth, which is setup as Rigid. Upwards wind amplitude with the right weight balance gives believable results. This example took around 10 minutes to setup, including modeling the balloon.
Capybara's Hair is attached using the Attach to Geo toggle, with some Wind Force added.
Hair Plastic toggle allows hair to stay in its modified simulatedshape by, in the example below, spheres that are setup as collision objects.
Hair Stitch toggle with Attach to Geo, with a break threshold amount set, influenced by noise in the Hair Stitch properties.
Grains are easy to setup as well. In the example below a snow consistency is achieved by increasing the Attraction Weight in the Grain Multiplier. Emission is setup at every frame, and Grain Velocity is set to Incoming Animation of the sphere geo, with the Velocity Scale increased by 8.
In the example below grains are kept from bring excessively responsive to physics by activating the Speed Limit toggle.
*Long form videos give a more in-depth look at these examples.
For the first 100 customers, Use discount code "VMGOOD" to get $20 off
Houdini Digital Asset (HDA) for a unified Vellum experience, works in SideFX Houdini version 20.5 or higher