wondering if anyone can give me any pointers with my setup. This should be so simple but i've done something wrong here.
Got a simple vellum cloth pinned at the edges, i'm also adding an animated noise attribute called mask set as a prim attribute on a side branch. Inside the solver, i'm using a geo wrangle to get the mask value from the geo and using it to modify the restlength. But it doesn't match the noise attribute being fed in.
To debug it further, i also set the Cd to be the value of the mask in the same geo wrangle. And then back above if i connect a null to the vellum solver's constraint geo you can see the attribute via colour.
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All seems to work but looks like the primitive numbers are being garbled. I would expect the result of the debug null to have the same pattern as the noise being fed in.
If anyone has any ideas why, would love to know. Geo wrangles always seem to trip me up.
Thanks