It is crucial to understand that good simulations, and especially soft body simulations, require geometry that fulfills certain requirements. A precise list of these requirements can be found at Geometry Checklist.

The cleaner and better the underlying geometry is, the easier it is to set up a simulation with Carbon, the less corruptions and problems will arise, and the better of a simulation quality can be achieved at a much shorter time.

In our experience, it is worth spending more time on creating a suitable geometry, as dealing with unsuitable geometry on a simulation level very likely consumes much larger amounts of time than it would have taken to remove all or at least most problems at the modeling and animation stage.

This tutorial focuses on showing how to detect and possibly remove problems on the geometry level for most items mentioned in Geometry Checklist.


This tutorial assumes a basic knowledge of Houdini, its graph creation and general workflow.

Navigate through the three sections of this tutorial by using the table of contents on to the left or by clicking on one of the following links: