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You guys clearly wanted a follow up! And somehow even more vex! So here we are: More growth fx! More Coding! More Video! This will be a fun one!

This is a follow up to Vellum 101 pt 38. If you haven’t done so already, please watch this first.

We also use Half Edges a lot in this video. If you need a primer there, you can watch this tutorial.

Technical writeup by Nervous System

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Vellum 101 – pt. 39: Differential Growth With Adaptive Subdivisions

You guys clearly wanted a follow up! And somehow even more vex! So here we are: More growth fx! More Coding! More Video! This will be a fun one! This is a follow up to Vellum 101 pt 38. If you haven't done so already, please watch this first: https://entagma.com/vellum-101-pt-38-differential-edge-growth/ We also use Half Edges a lot in this video. If you need a primer there, you can watch this tutorial: https://entagma.com/advanced-setups-05-knots-half-edges/ Technical writeup by Nervous System: https://n-e-r-v-o-u-s.com/blog/?p=6721

Comments

Anthony Weir

I'm so glad I signed up for your patreon...

Jayson

Hiya! I've noticed if I up the Vellum Solver substeps to 4 then OpenCL crashes. I've been using a similar setup to grow hair and stumbled upon this issue, I went back to this example and had the same problem. Any ideas? I've read that Vellum only likes new constraints on whole frames, which I tried to guard for, but no avail. I've posted a simple version of the issue on forums so if I hear anything I'll report back too :) I did try to do this all in pure DOPs (Geo Wrangles) but my brain is too smooth. As always, thanks for the wonderful tutorials

Jayson

You guys think of everything, just discovered the silly string tutorial, this has helped a lot with my DOPs brain-smoothness at least, nice one!!

Konstantin Magnus

Impressive refinement! I wonder if it's possible to integrate some kind of xyzdist-blending to free the growing mesh from twitches.

Entagma_Chris

Oh interesting! So creating the new point on top of an already existing one and then sliding it in place over the next couple of frames? That being said, a lot of the "twitchiness" can be hidden by using a denser polycount to begin with and removing both the subdivide and the smooth node at the end. I just wanted very visible polys to highlight the subdivisions in the intro.

Konstantin Magnus

Yes, something like that. But maybe I should first redo both tutorials to see whether this makes any sense.