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About eolophus

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  1. Is it possible to use Labs vertex animation textures in a game engine combined with a regular normal map for surface detail?
  2. I have a vellum sim with many failed self-collisions that I'm sure how to resolve. They are marked in red in the attached video. The resulting sim has the general behavior I was looking for, but with some ugly artifacts. I want the ball to squish as it pushes through the opening and pop back into place on the way out. That works like I hoped, but the ball shape ends up with dimples, presumably because of the self-collision issue. The HIP is attached, and you can download the cache files as a zip or 7z. Any advice for debugging this? Thanks in advance! vellum_self_collision.mp4 skin_tear.hiplc
  3. Custom toggle shortcut

    Thanks to both of you! That is exactly what I needed.
  4. I would like to create a hotkey that will toggle between manual and auto update modes. I know how to add a hotkey for each of these states, but I would like to be able to press one key combination to switch from one mode to the other. Any ideas about how to implement this?
  5. Polygon mesh from grains?

    Thank you! That is exactly what I needed.
  6. Polygon mesh from grains?

    How do you turn a vellum grain sim into a polygon mesh? I feel like there has got to be a simple way of doing this, but all my googling has turned up solutions requiring building polygonal geometry in VEX. That seems like overkill for just a simple use case. Thanks for your help!
  7. Thanks so much! That is exactly what I needed.
  8. Simulate an object covered in goo

    I want to simulate an object covered in a goo or mucous-like fluid. The fluid would need to stick to the surface of the object, but still be possible for some of it to break off on collision or slowly drip down from gravity.I'm not sure how best to achieve this. I was considering doing it in POPs and meshing the result, but I would like to have the detail that a FLIP sim would give. I'm also not sure how to get the particles to strongly stick to the surface while still having the possibility of breaking dynamically. Any ideas of where I could start?
  9. I have a vellum cloth object set up in DOPs. I want to add an animated pin to target constraint. I can get this working in vellum solver SOP just fine, but I can't figure out how to set it up inside a dopnet. I've tried setting this up multiple ways, and I'm not sure what I'm doing wrong. (HIP and screenshots attached.) I would also like to know how to specify target geometry in DOPs. dops_pin_example.hipnc
  10. Is it possible to enable auto-save by default so I don't have to toggle it on at the beginning of each session? It is so easy to forget...
  11. Methods for assigning attributes to a tetrahedral mesh

    Thanks so much Konstantin! That's a very interesting approach. Wouldn't have thought of that on my own. I will definitely play around with the HIP file you attached.
  12. I'm looking for alternative workflows for defining attributes on a tet mesh for FEM simulation. Normally I would use intersecting volumes to define regions inside a tet mesh. But for my current purposes that would require producing some pretty complex geometry. The ability to paint these attributes would be simpler. For instance, it might be nice to be able to paint an attribute on the surface and have it penetrate the tet points at a given depth. (Though even if that were possible, I'm not sure how you would access deeply interior points that are not close enough to the surface.) What methods do you use for assigning attributes to a tet mesh?
  13. In the vellum constraint features masterclass, John Lynch says that FEM is more accurate for solving objects with high elasticity, but he doesn't elaborate on that. I'm curious about more specifically when you would reach for the FEM solver over vellum's tet softbodies. I am familiar with tet softbodies, but not with FEM. Is FEM better at achieving certain effects? Anything about the FEM workflow that is better in certain situations? Is FEM just more accurate from a technical perspective, or do you think it actually gives better results?
  14. Thanks so much! That's exactly what I was looking for.
  15. I'm trying to understand how to assign colliders to objects in a vellum simulation. For example, I would like to add a collider that only grains will collide with, while the collider is ignored by other objects in the simulation. This helpful solution shows how to accomplish this with a dopnet setup. (A screenshot of this approach is below.) However, I don't know whether it's possible to send the output of the dopnet to Vellum IO and Vellum Postprocess. Is there another way around this? Or perhaps a way to control collisions from within the vellum sop solver?