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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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Grains & Vellum 101 pt. 5: Quicktip - Avoiding Jitter

Comments

amaru

Hi thank you! Into the DOP network, I was wondering how do you automatically wire the nodes in a reverse order? Phil.

entagma

Hi Phil, I haven't found a solution to that either - if it looks like that in the video, it's because of editing :( Cheers, Mo

Flavio M

Hey Mo, thanks for this tutorial! What is the best approach to sweep a vellum hair in a simulation? Do you do it directly in Redshift?

entagma

Hi Flavio, it depends mainly on the thickness. But usually Redshift strands is my go-to solution, works well in 90% of my cases. Apart from that you're down to the heavy geo way: Wireframe-SOP or Polywire or MOPs sweep :) Cheers, Mo

jimbachalo

Could you do a quick tutorial on combining multiple drapes in a single network, ie layered clothes?

mLab

The link is missing. Cloud you please check it?

Romain C.

Hey thanks, great tutorial, how would you proceed to add an other vellum or Rigid body interracting with the "noodles"? I've recreated noodles falling into a bowl. But having difficulties with adding another geometry falling into the bowl and colliding with the noodles. I added a Rigidbodysolver in the dopnetwork but the geometry only collides with the bowl. Thanks.

entagma

Hi Romain, absolutely right, the rigid body solver doesn't take Vellum collisions into account as Vellum is based on grains. What you could do however is use the technique demonstrated in the falling pills tutorial to create fake rigid bodies and have those collide with your Vellum geo: https://www.patreon.com/posts/vellum-101-pills-24257222 Cheers, Mo

Aren Voorhees

Great tutorial, thanks guys! One question - is there a way, when using the string constraints, to adjust their thickness in regards to self collision? I have tried messing with the thickness setting (which seems to just be pscale), but that only appears to affect the string's collision against static objects, but not against itself. Is there a way to give the string more thickness for self collisions?

entagma

Hi Aren, no, you're currently left with pscale only, so you'd have to subdivide the string accordingly so that the points are spaced pscale apart. Cheers, Mo