17th December 2018

Carbon 9.0.0 introduced the ability to control the plastic deformation of cloth. This is a crucial feature for believable cloth simulation. There are three key parameters:

1) The Yield (an angular value) controls the angle at which plastic deformation kicks in.
2) The Plasticity (fraction) determines how much angular deformation can be elastically recovered vs plastically deformed, once you are beyond the Yield angle.
3) The Stiffness of the cloth.
Past the Yield angular value, a fold will take the current deformation and add the Plasticity fraction into a plastic angle that is the reference angle + deformation x Plasticity. While the fraction corresponding to ( 1 - Plasticity ) can still be elastically recovered.
So, if Plasticity is 0 then no plastic deformation will ever occur and if Plasticity is 1 then all deformation gets converted into plastic deformation and no deformation can be reverted elastically.
So, if you use a low Yield, then each fold can easily record plastic deformation, but it also works the other way around and they can be ironed back by an opposite small deformation. So low Yield angles kind of sucks up fast rotation energies, generating gentle and short term memory folds. While high Yield angles will not produce lots of plastic deformation due to the big angular threshold, but in return the deformations have a much longer life.
The Stiffness is also very important, because it works in combination with the Yield.
For example -
  • A very stiff cloth is very hard to deform already so a strong Stiffness combined with a high plastic Yield will produce metal thin shell plastic deformations.
  • A high Stiffness with a low Yield will produce the behavior of an unlively thick cloth.
  • A low Stiffness with a high Yield will produce a lively cloth, but dissipative behavior. And
  • A low Stiffness with a low Yield will look silky.
The amount of Plasticity has less impact on the behavior than the Yield and the Stiffness. 
The amount of Plasticity amplifies the intensity / smoothness of the plastic deformation.

7th December 2018 - Congratulations to RodeoFx for their animation of Shere Khan in the final fight sequence - using Carbon for his skin simulation.


5th December 2018 - We are pleased to announce that the Carbon Plug-in is now available for Houdini 17.
If you are an existing customer you should have received an invitation to download the latest Carbon build.

If you would like to evaluate the Carbon Plug-in for Houdini 17, then please email 

12th November 2018 - Congratulations to Sehsucht for another great advert with the funny birds... and their Carbon Plumage feather simulations.

Check out their latest advert below and for more information on Sehsucht's use of Carbon Plumage check out the original story here.

13th September 2018 - Congrats to MPC Advertising for latest easyjet TV ad - "Imagine".

Carbon is simulating the inflated buildings - once again showing off the versatility of artists to put Carbon to work.

Check out the VFX breakdown (on Instagram) and final 10sec video sequence below for some cool simulation. It's just over too quick - start the full add again at 41sec.....

It was great to see all the productions using Carbon being presented at Siggraph.

Animal Logic presented their highly efficient CFX workflow for cloth in Peter Rabbit. Which relied on Carbon's robust cloth simulation to allow them to push through many fast moving cloth sims in an automated workflow. They also used Carbon plumage for the inhouse feather sims on Peter Rabbit.

Rodeo presented their cool shapeshifting Pennywise from Stephen King's "IT". All the clothing and some of the body was simulated with Carbon.


And there were several others that we are not allowed to reference !!

9th August 2018

We are pleased to announce the immediate availability of the latest Carbon build 9.0.0 (plug-in for Houdini).

This build introduces some great features that significantly increase the versatility of Carbon Cloth and Plumage/N-Lattice.

To request a Carbon evaluation:

The two main new features are;

1) Art directable Folds and Creases.

Cloth naturally has angular plasticity which determines how fast folds appear and disappear. Carbon now provides the controls to replicate this behavior. This is a great feature for creating more believable cloth simulation. Using angular plasticity allows artists to control how fast folds/creases recover. It's also paintable and animatable and so fully art directable. For more information also see

Controlling creasing for more believable cloth behavior.

2) Carbon Welding painted attributes for radius, stiffness, and viscosity.

This provides artists with great styling control over feather/fur/hair/foliage.

In the video above we can see the impact that changing the welding has on the resulting styling of the hair.

In the video above we can see the impact that changing the welding has on the resulting style of the feather.

To find out more about using Carbon for Plumage/Fur/Hair check out the following links -

Lattice Overview:


Lattice Plumage: - when you have your own grooming

Plumage: - includes grooming


To request a Carbon evaluation:

1st August 2018 - We often get asked about using Carbon for skin sim. Sometimes Tets are the right approach and sometimes cloth. Here is a good example of skin sim with Carbon Cloth - DNEGTV used Carbon to sim Lockjaw's skin.

27th July 2018 - Congratulations to DNeg for the amazing VFX in Mission Impossible Fallout - that hits the big screen today. Carbon was used extensively, including in all the Digidouble work. They created high detail digi-doubles for Ethan Hunt and August Walker, mainly for the halo jump sequence but also in other costumes to be used elsewhere such as during the helicopter crash and the resulting fist fight on the cliff edge afterwards. More info here