https://youtu.be/g1wT1LW7hfs Vellum SOP.hiplc
Geometry
Configure Parameters
Geometry
low | |||
---|---|---|---|
Mass | 0 - mass inactivete | Can set from param or calculate | |
Thickness | ( edge len scale - multi for thick) Can set from param or calculate |
- check thickness. should be smaller than distas between points
Drag
Slow down motion
Stretch
For cloths, curves or constraints (like attach)
low | high | ||
---|---|---|---|
Stiffness | 1 - stretchy (spandex) | 1e +10 rigid (leather) | How stretchy material is (default infinite) |
Rest Lenght Scale | 0 - to snap all points in one | 1.1 - 10% larger after sim | Rest of edges (default 1) |
Compression Stiffness | 10 - paper remain curled | 1000 - rubber (hi resistance ) | How much can compress material (lower distance between points) |
Stiffnes Dropoff | Stop bounce | On distance (m) or angle | |
Damping Ratio | Lit more energy from sim if too lively (dont change) too much destory | ||
Plsticity | Will return to rest pos. |
- wrinkliness (with low res sim lower param help to remove jagginess) / (if compress how likley it stay compressed) more is more likely stay (decrease more smooth look and dont enforce wrinkles)
f@restlength = f@restlengthorig + fit(f@mask,1,2);
- restlength by param.i@group_pin = @mask < chf("mask");
and add to ‘constraints stream (op2)’ by copy attribute > promote point to prim
Bend
low | high | ||
---|---|---|---|
Stiffnes | 0.01 - soft and bandy (silk) | 1000000 - more rigid (plastic))) | How much resistant to unroll or bend |
Rest Lenght Scale | |||
Plsticity | will return to rest bend | / treshold - below toehold will return to shape / rate - how fast become plastic / hardening while deform incresse | |
Treshold | enter new config easy and quick | ||
Rate | make harden over time of banding | ||
Hardening | make harden over time of banding |
Constraints
Constraints are geometry attributes. Add in sop and edit it in velum Constrains Properties
inside vellum solver to modify constr dynamicly
UI
Constrain Browser
- window ! to chceck constraints
Types
Base
Effect | When to use | |||
---|---|---|---|---|
Distance | Stretch | Keep distance Along Edges by Stiffness and Damping | basic | |
Bend | Rotation | Keep angle Across Trix | basic | |
Slide | Slide | H18 | ||
String | Distance + Angle | Cheaper than hairs | ||
Hair | StretchShear + BendTwist | Use polyline or L-sys as input (its like distance bend and twist) | ||
Cloth | Distance + Bend | |||
Pressure | Compresable Volume (enforce volume depending on stiffness) (fstr than tetra) | Air | ||
Tetra | Uncompresable Volume Tetrahedral fwm (requiure tetrah geo: solid conf SOP) | Liquids | ||
Struts | Stretch Body | Conect opose sides. Good for stftb. that does not stiff tu much |
Hard
- Hard - Geometry point attributes
- Direct update
- Create / remove by setting point attribute
[Direct update] | Hard | Create / remove by setting point attribute | - | |
---|---|---|---|---|
PinHard | Geometry point attributes | Set type: permament/stopped. stopped , pintoanimation |
Pin to Target position | ![]() |
Weld | Geometry point attributes | Threat pts as one point and will look like 1 object Can break at stress level. (add bend across weld for smooth normal) Autobreakable (pre-tearing) weld , use pointid or groups ! |
Same @P (fuse), Fractured cloth | ![]() |
Soft
- Soft -
- Solvable
- Create / remove by
vellumconstraintproperty
DOP node. - [plasticity / autobreakable]
[Solvable] | Soft | Create / remove by vellumconstraintproperty DOP node. |
[plasticity / autobreakable] | |
---|---|---|---|---|
PinSoft | Constraint primitive | Pin to Target position (remove manualy constr) / stiffness(magnes) | Magness, Pin to own anim to get detail in existing movement | ![]() |
Stich | Constraint primitive | Soft or Stich Weld. Points with in 2 groups that are far - keeping them apart. Can stitch to poligon instead point. SLIDE (remove manualy constr) plasticity. Can have spaces between points | Additional cloth pieces, keep distance | ![]() |
Name | Effect | When to use | ||
---|---|---|---|---|
Glue | Constraint primitive | Glue source to target distance treshold (check: nr constr per pt)(remove manualy constr) plasticity | Anim, 2 pieces | |
Attach | Stick to closest point on geometry & keep distance | Anim objects |
Connect cloth to body = cloth + attach fix attach from nearest with interactive tool !! https://youtu.be/5s8I2fs8kMs?t=2081
Pin To Animation
submenu Wystepuje w curves lub pin to target
Permament
Hard - Is storet as geo point attrib - not solving constr, update pos directly. mass = 0 (cannot be move by constsr)Stop
Hard - mass not changed buti@stopped = 1
prevent to inf;luence from constraints(same in pop)Soft
- constr peimitives (pin stitch glue) (inheret Strech Stif Parameters) can have varying stiff and breaking thresholdOrient Pin
- for hairsMatch to Animation
- animate with objecti@pintoanimation = 1
Breaking
Weld have stress threshold Different types by: Stress or Ratio (sensitive, low values) normalize stress on solver - to normalizes for sub steps change
Collision
Surfeca colider You dont need VDB
You can ad per point friction
attribute
Solver (DOP Forces)
- OBJECT
- CONSTRAINT
- COLLISION
[Velum Constraint Properties] DOP
Change constraints properties (can animate here )
- use groop to affect only one
[Velum Constrains] DOP
Set constraints here (change from 1’st to each frame creation)
Remove Pin Constraint
Unpin for soft constraints
- (create output group in vellum constraint and use it in [Remove Pin Constraint] )
- and check box REMOVE > 1
- set time/frames
(WHEN u have animation, animate after constraints and before solver )
[Vellum Rest Blend] DOP
Blend 2 meshes to change rest position
There are two nodes SOP one and DOP one !!!!
Rest Blend SOP
Rest Blend DOP
https://youtu.be/_wFjD0xkM-E
[Pop Force] DOP
[Geometry Wrangle] DOP
Unpin for hard pin (Type: Stopped):
if (@Frame > 10)
{
i@stopped = 0;
i@pintoanimaion = 0;
}
Unweld
if (@Frame > 10)
{
i@weld = -1;
}
Initially set Stress Type to None(0) (never break)
if (@Frame > 10)
{
s@breaktype = "stretchstress";
}
Inputs (link to group node with group animation) and check if is in group:
if(inpointgroup(0,"unweld",@ptnum))
i@weld = -1;
Setups
Set Target
Avoid time dependences - set when pining top not fetch animation to solver
Grain
- [Vellum Configure Grain]
- Increase substeps 5+
@breaktreshold
/@isgrain = 1
/@mass
/@pscale
/@v
-
- Increase substeps 5+
can set up to fluid !!
attraction weight
- clumpy sandrepulsion wetight
- used only When U want prevent grain+fluid to mix togheter (make softwr grain collision so not make sense for only grains)-
phase
- particle is velum fluid (if non 0). Same phase = same fluid.========When solving viscosity and surface tention -
Rigid Grains
by shape matching
configure grain pieces
- after sim:
vellum xformm pieces
-
Water Grains
Balloon
- [Vellum Configure Baloon] = cloth Constraint + Pressure Constraint
- anim stretch on pressure constraint
- change volume setup: -
rest length scale
Stretch Stiffness
on Cloth and pressure. low - jellow , high stiff ,Bend Stiffness
- Cloth more bandy soft bodies,Damping ratio
- cloth stretch section
Expose output group in pressure @pstretch
- @VellumsconstraintProperty inside solver forces
cluster points
- to glue constrain
Soft Body
[Vellum Configure Soft Body]
= cloth + struts
Hair / Grass
!!!!!!!!
plasticity
Guided Animation
Use: Vellum Rest Blend
Tertahedral
use model: scale invariant ARAP ! new 19.5 (used in muscles)
there are grain collision options ! and open CL !
Post Process
[Vellum Post Process] SOP
Spply Welds - Weld geometry that have cuts and in theory should stick together
Visualize - !
[Detangle] SOP
run in for loop with feedback.
- rest position as previous position
- pscale
Drape
[Vellum Solver drape] SOP
To create drape from patches.
welding frame
- where it start to fuse (maby work on frame 1 ?)
forces
- increase velocity damping and air drag if cloth move to much
Drape solver help resolve cloths
Weld Points
- create constraint, glue drapes by points. (breaking treshold)
planar patch from curve
- from curves
planar patch
- only simple shapes
planar pleat
- make patterns
Mirroring cloth:
*_L*
*_R*
Name_RB
- Right Back
Name_RF
- Right Front
Name_LB
- Left Back
Name_LF
- Left Front
https://www.sidefx.com/tutorials/vellum-nodes/ - quick tuts https://youtu.be/NwabG-znu9Y?t=5745 - H 17 advanced wath end https://www.youtube.com/watch?v=zPQZ8KJTjzo - H 18 https://www.youtube.com/watch?v=iHtdex9kM-A - grab constr https://youtu.be/qAraO2E-v84 - megaplex part 1 (part 2 on gum) https://www.youtube.com/watch?v=8ge2W7KKwf8&t=163s - entagma stitches https://youtu.be/rQw2UZGWP-0 - rozwijanie płachty
https://www.youtube.com/watch?v=km2uXhfvWvk https://www.sidefx.com/tutorials/vellum-nodes/
H 19.5
Spatial Sort Interval. - Sot grain fluid particles in memory. It sould change particle count !!!!! (help with speed of grain fludi sim )