TheoK Posted November 13 Share Posted November 13 Hello, I am working on a project (can't share the file. I'm sorry) where I am squeezing some spherical objects against a wall. I am using vellum pressure constraints to simulate it and I am trying to keep the stretching when the squeezing gets too hard, but prevent any wrinkles. Imagine a bubble that just can't pop, being squeezed extensively against a surface. That's what I'm going for. Lot's of stretching bu no wrinkles. So far, the stretching is working fine as expected but I am getting wrinkles no matter what. I tried setting the stretch and bend stiffness to 100e+10, both damping ratios to 0.8, I tried 10 substeps and 3000 constraint iterations on the vellum solver, I even tried using vellum struts and vellum shape match but literally nothing has worked. No matter what I do, I can't get rid of the wrinkles. What would be your approach to get this effect? Thank you a lot. Quote Link to comment Share on other sites More sharing options...
Drughi Posted Wednesday at 12:20 PM Share Posted Wednesday at 12:20 PM To help control the wrinkles, you could try running the simulation on a lower-resolution version of your geometry. This often reduces unwanted artifacts like wrinkling. Once you get the desired stretching effect, use a pointdeform to transfer the low-res motion to a higher-resolution mesh. Adding a subdivide as a final step can help smooth out any remaining details and give you that clean, stretched look without wrinkles. Let me know if that helps! Quote Link to comment Share on other sites More sharing options...
Atom Posted Wednesday at 02:03 PM Share Posted Wednesday at 02:03 PM You could try the vellum brush after the simulation to "iron" out what you don't like. Quote Link to comment Share on other sites More sharing options...
jkunz07 Posted Saturday at 09:38 PM Share Posted Saturday at 09:38 PM You can also try to reduce the vellum cloth restlength constraint during the sim as the surface becomes compressed to reduce wrinkles. In a wrangle you could do something like f@restlength = min(f@restlength, primitiveintrinsic(0, 'measuredperimeter', @primnum); which will keep the lower value between the existing constraint and the current edge length of the constraint. Quote Link to comment Share on other sites More sharing options...
TheoK Posted yesterday at 12:16 AM Author Share Posted yesterday at 12:16 AM On 11/13/2024 at 4:20 AM, Drughi said: To help control the wrinkles, you could try running the simulation on a lower-resolution version of your geometry. This often reduces unwanted artifacts like wrinkling. Once you get the desired stretching effect, use a pointdeform to transfer the low-res motion to a higher-resolution mesh. Adding a subdivide as a final step can help smooth out any remaining details and give you that clean, stretched look without wrinkles. Let me know if that helps! That's what I ended up doing and it worked like a charm. Thank you! Quote Link to comment Share on other sites More sharing options...
TheoK Posted yesterday at 12:17 AM Author Share Posted yesterday at 12:17 AM On 11/16/2024 at 1:38 PM, jkunz07 said: You can also try to reduce the vellum cloth restlength constraint during the sim as the surface becomes compressed to reduce wrinkles. In a wrangle you could do something like f@restlength = min(f@restlength, primitiveintrinsic(0, 'measuredperimeter', @primnum); which will keep the lower value between the existing constraint and the current edge length of the constraint. This is very cool. Thank you. I will definitely try it! Quote Link to comment Share on other sites More sharing options...
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