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vellum cloth:
- balloon, strut, tetrahedral, fiber
- Vellum Solver SOP: static threshold -> @friction, dynamic scale -> @dynamicfriction
- objects return to rest shape unless plasticity enabled eg. for hair or grass which gets pressed down
- enable plasticity in Vellum Constraints node
- POP Collision Ignore or SOP Attribute Wrangle to enable / disable collisions
- Vellum Constraints with Vellum Solver, wired up to force_output for dynamic constraints
- eg. constrain to nearest point on primitive (not same point across time) for stitching
- change precision with Attribute Cast SOP before Vellum Configure Cloth
- santity-check pscale by showing thickness using Vellum Solver SOP's visualize tab
- spead vs quality: substeps, constraint iterations, collision passes, post collision passes
- too stretchy and not converging? increase constraint iterations (cheaper than substeps)
- protrusion problems? (sharp point colliding with high res cloth only deforms local) increase collision passes or substeps
- failed collision? 1. make cloth thicker (but NOT thicker than edge lengths!) 2. increase substeps for high res cloth 3. increase post collision passes 4. layer numbers for stacked cloth (higher layers act lighter)
- asymmetric solve? increase smoothing iterations
- unruly object? possibly self-intersections if pscales to large - can use plasticity to set final configuration to initial rest pos. If not converging (especially pressure and struct constraints), increase smoothing iterations, damping and sort contraints randomly
- unstable pins? (strong bend constraints and hard pins) use soft constraints and more smoothing iterations
- restarting sims? (using output of a previous sim as a starting point) be careful to properly setup attributes - see docs
- collisions not working? check docs for what is used as a collider for each geometry type
- crinkled cloth? restage closer to origin or use 64-bit solve