tious13 Posted November 10, 2018 Share Posted November 10, 2018 (edited) Hi, exploring vellum i'm trying to break an hair geo by enabling the "break threshold" option in the "vellum constraint" SOP. I must be missing something on the constraint workflow of vellum because it has no effect at all on the sim :'( I'd be curious to know if any of you managed it ! Thanks vellum_hair_break.hipnc Edited November 10, 2018 by tious13 Quote Link to comment Share on other sites More sharing options...
Noobini Posted November 10, 2018 Share Posted November 10, 2018 add a convertline after the transform 1 Quote Link to comment Share on other sites More sharing options...
tious13 Posted November 10, 2018 Author Share Posted November 10, 2018 Worked like a charm ! Thanks mate Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted December 23, 2018 Share Posted December 23, 2018 On 10/11/2018 at 10:54 PM, Noobini said: add a convertline after the transform but why?, why the rest lenght added by that makes a diference??? because it compares the break attr vs rest lenght or what? Quote Link to comment Share on other sites More sharing options...
Noobini Posted December 23, 2018 Share Posted December 23, 2018 coz a single strand of hair won't break....have a look at the GrassWalker scene I posted yesterday...where if a blade of grass (ie. one strand of hair) gets stuck in the shoe/foot....it gets pulled on and on and on and on....without breaking. Without the convertline, there is only ONE strand of hair here...it will not break, try it with break threshold at 0....won't break... The convertline now turns each segment into separate strand of hair (you can enable/disable restlength in convertline...makes no diff). Now with MULTI strands of hair...they can break....don't ask me why technically this , why technically that.....I'm not not a techie.... Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted December 23, 2018 Share Posted December 23, 2018 (edited) 7 hours ago, Noobini said: they can break....don't ask me why technically this , why technically that.....I'm not not a techie.... thats why i say vellum is esotheric, when i add the convert line in many curves conected to vellum i get a very erratic results Edited December 23, 2018 by dyei nightmare Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted December 23, 2018 Share Posted December 23, 2018 (edited) 8 hours ago, Noobini said: The convertline now turns each segment into separate strand of hair (you can enable/disable restlength in convertline...makes no diff). Now with MULTI strands of hair...they can break....don't ask me why technically this , why technically that.....I'm not not a techie.... look at this file vellum_break.hip Edited December 23, 2018 by dyei nightmare Quote Link to comment Share on other sites More sharing options...
Noobini Posted December 24, 2018 Share Posted December 24, 2018 dunno what you're trying to do...I'm just guessing here..so file is named 'dunno' I've disabled the convertline, run the sim....it won't break. Now add magic ingredient.....enable convertline.... vellum_break_dunno.hiplc Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted December 24, 2018 Share Posted December 24, 2018 11 hours ago, Noobini said: dunno what you're trying to do...I'm just guessing here..so file is named 'dunno' I've disabled the convertline, run the sim....it won't break. Now add magic ingredient.....enable convertline.... vellum_break_dunno.hiplc hahahahaha i wanted to break the wires but a lot of wires with some ofsets, but the convert line was messing up it, what i did was applying convert line before copying lines, i mean, breaking multiple lines at offseted time Quote Link to comment Share on other sites More sharing options...
garf Posted March 27, 2019 Share Posted March 27, 2019 hopping on to this one. I've managed to get the vellum hairs breaking quite nicely - but I wonder what the breakthreshold is compared against in order to determine that it has been reached. Any ideas? 1 Quote Link to comment Share on other sites More sharing options...
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