Vellum solver takes only the first particle and ignore the others, how to fix it?

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Hello everyone!

I'm trying to make a setup with spheres born in another sphere using vellum.
So basically speaking, I have a Pop network shooting particles, then I feed it into a Copy to Points node and then to Vellum Configure. It works but the problem is that it takes only the first particle and ignore the others. I guess I need to update something inside vellum but can't figure out what's exactly. Can anyone take a look at the attached scene?

Thank you a lot in advance.
Edited by iam83 - Aug. 24, 2019 04:43:05

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sphere_vellum.hip (561.4 KB)

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Did you used Continuous Emission Type in Vellume Source node?
Edited by N-G - Aug. 25, 2019 03:53:06
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N-G
Did you used Continuous Emission Type in Vellume Source node?

I did but it acts strangely. It creates a trail of the geometry itself. I changed the initial setup but for vellum it still the same as I feed objects into it.

Please take a look at the scene.
Edited by iam83 - Aug. 27, 2019 04:27:54

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sphere_div_vellum.hip (554.1 KB)

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You should disable your source for example by switching to a null in order to stop emitting vellume geometry.
See attached HIP file.
cheers!

Attachments:
sphere_div_vellum FIXED.hip (555.8 KB)

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Thanks for your try N-G but it's not what I'm after. In the fixed file the sop solver is disabled. That's the whole point that it generates points that split into other points. I need them to be moving and colliding with the collider.
Anyway thank you!
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Please see this HIP too.
Let me know if it helps…

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sphere_div_vellum FIXED(2).hip (559.1 KB)

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N-G
Please see this HIP too.
Let me know if it helps…

Thanks mate for your try, but it didn't work. I want to keep the animation coming from sop solver. Maybe it's technically not possible at all.
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