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Article · May 2, 2026

Vellum Cloth in Houdini & Solaris: A Practical Workflow

A grounded look at simulating Vellum cloth in Houdini, retiming it, and lighting the result in a Solaris/Redshift studio scene.

By YanHoudiniVellumSolarisRedshiftSimulation
Vellum Cloth in Houdini & Solaris: A Practical Workflow

Vellum makes cloth in Houdini approachable, but a believable result still comes down to a few fundamentals: good constraints, enough substeps, and control over timing.

The fundamentals

  • Constraints — start simple (stretch + bend); add weld/attach only where needed.
  • Substeps — most "jittery" or exploding cloth is under-substepped. Raise substeps before raising stiffness.
  • Collisions — give colliders thickness; thin geo is the usual culprit for poke-through.

Retiming and art-direction

Sims rarely land on the exact beat a shot needs. Caching the simulation and then retiming the cache (rather than re-simulating) lets you art-direct timing without losing the solve. Cache to disk early so playback stays fast.

Lighting it

A cloth sim only sells if it's lit well. Dropping the cache into a ready studio scene — multishot cameras, Redshift lighting and AOVs — turns a technical test into a finished shot.

That's exactly what the Vellum Cloth using Solaris & Redshift scene provides: a production .hiplc with the sim and a Solaris/Redshift studio rig you can fork. If you want to go deeper on procedural deformation, the free Points to Surface Morph tutorial covers related VOP/MOPs techniques.

Get the fundamentals right, cache early, and treat lighting as part of the cloth work — not an afterthought.

Want the actual Houdini files?

Production scene files, HDAs and free video tutorials — built on real shots.

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