Vellum 101 - Avoiding Jittery Simulations (Patreon)
Published:
2019-01-03 09:00:01
Imported:
2026-06
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With simulations you often run into situations where certain areas consist of many intersecting/colliding/interacting particles. This can become problematic, when you're trying to fill an area. Be it grains, softbodies or strings - your simulation will either become jittery or you'll be tempted to crank uop substeps and trade in computation time.
In this tutorial we'll look at a neat technique used to avoid jittery simulations: Velocity driven pinning.
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