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Found 2 results

  1. Hi everyone, I am sharing this simplified version of a project of mine cause I have an issue that is really baffling me. It's a hair simmulation, just one hair which I am manipulating its pscale through SOP solvers to create some worm like movement, It works completely fine as long as I keep the system with 1 substep, but if I increase the number of substeps it goes ballistic! I have other solvers that really polish the movement of the worm they all work fine, as long as I don't increase the number of substep to more than one. Is like the SOP solver multiplies its effect per substep. I have no idea what could be causing this, worse I don't understand the why and that really bugs me. Any help would be really appreciated. Best, Nicolas. Edit: I believe its the internal collision being multiplied, or calculated in each substep in the SOP solver, but no so such how to address this yet. Edit 2 : to clarify when the behaviour is acceptable. VellumSubstep.hiplc
  2. Tried to get mud surface effect with some reaction to the geometry without heavy simulations. iskalvlup_heightfields_mud_worms.hip
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