attached is an example of how it could be done. Keep in mind this is intended to be used with lower contrast images, for bump mapping etc and not a fully blown high contrast brick image. but it gets the point across I think.
restratio_flipblend.hiplc
Hey Guys.
I was wondering if there is a way to delete particles in a Vellum simulations when they have had constraints?
The scenario I have setup the particles have constraints, then I remove the constraints based on a condition, and when I try to remove the particle as well it craps out on me.
Attached is a simple example file to showcase the issue.DeleteVellumParticlesWithConstraints.hiplc
Thanks
I would say dual rest is quite useful. as stated previously by Atom a lot of the details you want will come from good shading and texturing. Dual rest will help you maintain a crisp look of your bump/ displacement on the surface
Based on your file I was able just to adjust the capture direction slightly to get it to curl up with no intersections. This will break eventually though if you need it to curl alot
the static object is internally converting v attribute from your incoming geometry to collisionvel even if you specify a proxy volume to sample collision from. In order for you to scale down your collision velocity you can simply just multiply down your v attribute on your geometry before it is sourced in like so:
pre solve means before the timestep has been solved. Post solve means after the timestep has been solved.
In a very simple term you can think of it like this: Before the point has moved, after the point has moved for the given timestep
This is a good starting point? its a Subsurface scattering shader, that has a milk preset you can use.
You can put down this material in the /mat context