noc2 Posted June 22, 2021 Share Posted June 22, 2021 Hi; I have a model that I need to use in a vellum simulation but alas, it has self-intersecting geometry all around. I can see clearly that vellum requires the geometry to used in a vellum simulation to have non-intersecting geometry. Consequently, that leaves me quite stumped and without a solution. So, how would you have tackled such a task? What work-arounds can I use? Many thanx; AJ Here's a screen shot of the geometry that I need to simulate, it's basically laden with self-intersections :-/ Quote Link to comment Share on other sites More sharing options...
Noobini Posted June 22, 2021 Share Posted June 22, 2021 Detangle ? quite sure there was a tute to detangle a bunch of cables...similar idea i guess. Quote Link to comment Share on other sites More sharing options...
noc2 Posted June 22, 2021 Author Share Posted June 22, 2021 36 minutes ago, Noobini said: Detangle ? quite sure there was a tute to detangle a bunch of cables...similar idea i guess. Ah yes! Thank you. I believe that'll help quite a lot. Cheers Quote Link to comment Share on other sites More sharing options...
Whatsinaname Posted June 26, 2021 Share Posted June 26, 2021 add a preroll. Create a thinner version of that intersecting geometry (no idea where you created it or how it was done, so it's difficult to be any more specific about it), ideally with the same point count. Use a blendshape during preroll to grow it from its shrunk/non-intersecting position into the desired position. You can also turn it into a vellum object (but without any forces such as gravity applied to that very vellum object) during the process described above. As cloth/vellum objects cannot self-intersect it would create proper folds during the (aforementioned) growth during preroll. Quote Link to comment Share on other sites More sharing options...
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