CinnamonMetal Posted December 9, 2019 Share Posted December 9, 2019 What is the difference between the vellum source and vellum object when used in a DOPNet. I find myself using both, yet it appears they both do the same thing as all I'm supplying both is the out sop path and the outConstraints path ? Quote Link to comment Share on other sites More sharing options...
ftaswin Posted December 14, 2019 Share Posted December 14, 2019 The way dop was designed, you need an object of simulation type (pop, flip, smoke, vellum). Each have an initial state you can decide how the object state is when the simulation started. For most simple simulation that doesnt require additional sourcing whilst the sim running, its fine. most of the examples have a source node that set the object state only at the beginning of the sim ($ST==1). I believe it is nice for someone new to understand the logic. Source node also have a complete(ish) settings to help determine how a new items sourced should behave (life, vel, timing intervals, etc) 1 Quote Link to comment Share on other sites More sharing options...
CinnamonMetal Posted December 16, 2019 Author Share Posted December 16, 2019 @cloud68 You need a vellum object for the initial state of the object. Although I don't understand the purpose of the vellum source ? You can tell the vellum object a SOP path for the initial state, so is the vellum source doing the same thing as the initial state of the vellum object ? Quote Link to comment Share on other sites More sharing options...
ftaswin Posted December 17, 2019 Share Posted December 17, 2019 correct You always need an object of some sort to start a sim, and it can start with an empty object. The most obvious use of source node is when you want to continuously emit/introduce new items throughout the sim. Think of money gun machine, or paper firework, or noodle factory type of setup/simulation. You start with something, and you keep introducing more and more money/paper/noodle during simulations. Quote Link to comment Share on other sites More sharing options...
HM_2020 Posted December 19, 2019 Share Posted December 19, 2019 On 12/17/2019 at 12:12 AM, cloud68 said: correct You always need an object of some sort to start a sim, and it can start with an empty object. The most obvious use of source node is when you want to continuously emit/introduce new items throughout the sim. Think of money gun machine, or paper firework, or noodle factory type of setup/simulation. You start with something, and you keep introducing more and more money/paper/noodle during simulations. Any chance you know how to do something like this - Vellum:Continuous Emission with Dynamic Constraints – ZYBRAND but with geo instead of just particles? Or even with changing topology from a SOP? For instance, imagine emitting the money but then having constraints connect them as they emit, so imagine more like a roll of toilet paper connected, using continuous emission. Or even more complex imagine in SOP carving out a curve, extruding the geo over time. How can you tell vellum to update it (without constraints) I would like to do something like lets say have a Scarf flowing along a curve, but the scarf starts as just one poly, etc... extruding along the curve. I would like to make that live vellum, so as it grows it can wrinkle and blow in wind , etc. I am a bit confused about why you can not just have updating topology in vellum, yet continuous emission emits into ONE vellum object, in essence adding and changing the topology. You get me? Is it simply that under the hood its actually several objects? Its a tough one! Sorry to hijack cinnamon! 1 Quote Link to comment Share on other sites More sharing options...
CinnamonMetal Posted December 19, 2019 Author Share Posted December 19, 2019 I have some difficulty with constraints; in the following scene, I want the cube to remain together when it falls, but it is always breaking ? RBDConstraints.hipnc Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.