Skybar Posted January 28, 2020 Share Posted January 28, 2020 I haven't used vellum much and I'm trying to simulate a tree with curves - but I'm having trouble making the curves stiff. The solution seems to be to increase the Substeps and/or Constraint Iterations on the vellum solver, but doing that it gets quite slow very fast. In the test here I don't have that many points but it plays at just 10 fps. Comparing with the wire solver, where it's easy to get the stiffness without slowing down too much. In the test I get it stiffer than vellum and it still plays at 25 fps. Am I missing something or does anyone have any ideas? wirevellum.hip Quote Link to comment Share on other sites More sharing options...
ThomasPara Posted January 28, 2020 Share Posted January 28, 2020 Seems about right. Did some rnd on this, and went with rbds. Easier to interact with other objects and get stiff branches. Downside is the amount off setup. 7 1 Quote Link to comment Share on other sites More sharing options...
Skybar Posted January 28, 2020 Author Share Posted January 28, 2020 So I'm not crazy then Thanks Thomas! That looks cool btw! Quote Link to comment Share on other sites More sharing options...
ThomasPara Posted January 29, 2020 Share Posted January 29, 2020 Thanks, had my hopes up for vellum aswell, since this was pre 17. But never made it work out as i wanted. Also tried pop-grains without any luck. Quote Link to comment Share on other sites More sharing options...
eddgarpv Posted January 30, 2020 Share Posted January 30, 2020 So I'm doing some tests (wire solver) and I've found a bit difficult to get the stiffness under control. I agree that wire objects are waaaay faster than vellum tho Can you share a bit of your workflow, Thomas? Quote Link to comment Share on other sites More sharing options...
ThomasPara Posted January 31, 2020 Share Posted January 31, 2020 Its basicly stacked packed rbd primitives, connected with conetwist constraints. Then you transform/rebuild your curves based on thoose rbds. If you dont want destruction its pretty straight forward, if you want to break it or even want slow motion, its alot more. Heres a basic setup. TreeSystem_rbd.hiplc 6 Quote Link to comment Share on other sites More sharing options...
eddgarpv Posted February 3, 2020 Share Posted February 3, 2020 Oh, I see, Let's do some tests! Thanks for the input Quote Link to comment Share on other sites More sharing options...
NickyP12 Posted April 24, 2021 Share Posted April 24, 2021 On 31/01/2020 at 3:02 PM, ThomasPara said: Its basicly stacked packed rbd primitives, connected with conetwist constraints. Then you transform/rebuild your curves based on thoose rbds. If you dont want destruction its pretty straight forward, if you want to break it or even want slow motion, its alot more. Heres a basic setup. TreeSystem_rbd.hiplc Hey @ThomasPara I was having a look at this scene but it’s got a few locked HDA’s in there that don’t come through, is there any chance you still have this file without those locked? I’m interested in breaking the tree too, which you mentioned is more involved any tips on how you achieved that? Quote Link to comment Share on other sites More sharing options...
ThomasPara Posted April 26, 2021 Share Posted April 26, 2021 TreeSystem_rbd_updated.hiplc I removed some of the assets. Its alot to think of when you split a curve in this setup, hard to explain it in a simple manner. I can try later when i have the time Quote Link to comment Share on other sites More sharing options...
xarthur Posted January 26, 2022 Share Posted January 26, 2022 On 01/02/2020 at 12:02 AM, ThomasPara said: Its basicly stacked packed rbd primitives, connected with conetwist constraints. Then you transform/rebuild your curves based on thoose rbds. If you dont want destruction its pretty straight forward, if you want to break it or even want slow motion, its alot more. Heres a basic setup. TreeSystem_rbd.hiplc I'm having a similar question and found this post, this example is very helpful. However, in my case, I'd like to simulate several units interacting with each other, each like a "fur-ball" (a central core with a lot of (100-1000) branches) -- so in total there will be 10k branches or fibres. Would this approach still be the best solution? Quote Link to comment Share on other sites More sharing options...
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