Vellum XPBD is expansion of grain PBD - position base dynamic. Points (like in pops) + constraints. Extinvtion of grain solver. For CPU / GPU.
basic PBD algorithm (1st order) issues with damping out energy miss in simulation |
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1 OldP = P |
2 P = P+v*TimeInc |
3 Update P to satisfy constraints (integration order here) and resolve collisions |
4 v=(P-OldP) |
- Parameters are not global. Size and density matter (if resolution of geo increasse » mass chancge, constrains: number, input, itters.)
- Mesh resolution change: 1) mass of each point 2) number of constraints (properties/impact on iterations) (Mass > calculate varying)
- UV direction is importatnt! cloth behave depends on the grain of fabric. Keep UV straight (against grain or cross-cut) cause more or less (weeknes of cross cut. garment will be more visible!!) in 45 degree will collapse not stiff. (Enable Warp and Weft)
- Thickness not bigger than point distance. (Visual thickness param on constraints or solver or postprocess)
- You can write initial attribs to points of geometry like velocity
- You can enter solver and manage forces inside work with POP forces
Solver
[Vellum Solver] DOP
- GEOMETRY
- CONSTRAINT
- COLLISION
stress - estimated work per constraint
Common
Velocity Damping
-
Staic Friction
- tarcie 0.5 mało / 10 dużo i przywiera
Substeps
- (best but most expensive) How many times peer fram simulation take place More expensive, but gives a better solve - especially for higher stiffness values. Increase 5+ for grains
(when incresed you can try to decrease cosntr iters)
Constraint Iterations
- Increase for higher stiffness value to control excessive deformations - great for cheaper solver at high resolutions
Smoothing Iterations
- to smooth out errors of excessive deformations, or constraint errors (when settings are bad) apply ioon dist constr. and chip (Jacobi style solve like grain) but make less stiff
Collision Passes
- Uses with the Detangle sop or complex collision (lower frequency iterations) - complicated and expensive - increase when collisions are fighting against constraints or other collisions!! However, its probably better to increase substeps and decrease constraint iterations for a more accurate solve - and to reduce load on the constraints - but is more expensive
Advanced
- first order integration - less acurate . cheap. simple / artefacts for linear motion (dampness energy)
- second integration - loose less energym, fewer iteration , sometimes cause bounce ie with collision
stress to high:
- up substeps - decrees changess rate . Try it first
- constraint itter - more time to solver what is correct postition
Advancde
Second order is more precisem, but canhav issues on colllsion, (bounce) if that turn on max accel
Nodes
[Vellum Object] DOP
create object
[Vellum Source] DOP
Create frame can import obj everth frame by emition type like particles (can read particles without it but) it gives you a sop path. !!!!!!!!! ``
break treshold in sop solver https://youtu.be/iHtdex9kM-A?t=1004
add contrtaint https://youtu.be/iHtdex9kM-A?t=1664
Source
Import:
- SOP Path + Constraint Path can be
[Vellum Constrain]
Forces
Drag - if stuff in simulation have to much energy you can increse drag !!!!
Export:
[DOP Import Fields] SOP
Usualy u have 2 of this connected to VellumI/O with geo an constraints objects.
- DOP node from:
VellumObject
Import:
- Field
ConstraintGeometry
// Import one field: only for constraints
VEX
f@friction
i@weld = -1
- same as stop
i@layer
layer shock on solver
v@v = 1;
- take speed directly from sop
- (prim)
f@stiffness = 1000.0;
// set inputs - (points)
i@stopped = 0;
/ - (points)
i@pintoanimaion = 0;
- break constraints - Pop Wrangle
v@force
- (points)
s@breaktype = "stretchstress";