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The Vellum Post-Process node provides common post-processing operations for Vellum solvers. It can fuse the welds to be shared points, smooth the geometry, and subdivide the mesh. In addition, if constraints are provided it can visualize the constraint energies, very useful when inspecting a simulation that has been saved to disk.
Fuse all the points that have been implicitly welded with
Points to apply blurring effects to.
Amount of blurring to apply. Points move to the average of their neighbors. This can smooth out unwanted spikes in the cloth.
A low res cloth can be up-resed after the solve by smoothly subdividing it. Non-manifold patches will be split prior to subdividing to ensure gaps aren’t formed.
No subdivsion is done.
Catmull-Clark subdivision, which works best for quadrilaterals is done.
Loop subdivision, which works best for triangles, is done.
Number of rounds of subdivision to perform.
The smooth and subdividing may introduce collisions. Detangling moves points to avoid such introduced collisions. Note each point moves independently, so this can result in ugly geometry if large changes are required.
Check for self-collisions.
Number of iterations of detangling to perform.
pscale is present, this is used for the thickness of the objects.
Extrude by Thickness
Extrude cloth sheets in both directions along their normals.
Multiplier to scale
pscale by for the extrusion amount.
Visualize the third input, the collision geometry, as blue wireframe.
Show Guide Geometry
Display the constraint guide geometry.
Draw spheres for the
pscale of the geometry. If the geometry has already
solved it may have set the
overlap_self attribute, if so, the actual
effective thickness is drawn in cyan. This is useful to detect if
the original thickness was too high - if so the extra thickness will
be ignored by the simulation and just slow down the collisions.
Draw the thickness by offsetting the geometry in opposite directions rather than by using spheres.
Failed Self Collision
Draw failed self collisions as red spheres. These points will no longer collide with their own geometry, nor will any edge or triangle attached to them.
Failed External Collision
Draw failed external collisions as orange spheres. These points will no longer collide with external geometry, nor will any edge or triangle attached to them.
Draw which points have been semantically fused together with the
weld attribute. These can be broken during the solve using
the auto break options, or by setting
weld to -1.
Because the thickness may be small, the visualization spheres can sometimes be lost. This scales the visualization spheres allowing them to be readily seen.
Constraints are often added to different groups. This allows you to isolate one particular group to visualize.
Pin to Target
Draw spheres over points pinned to the target animation.
Draw stitch constraints of points stitched together.
Attach to Geometry
Draw attachment constraints for points attached to external geometry.
The constraint guides are not scaled by the thickness of the object, so this provides an absolute scale for their size.
False Color Mode
Visualize properties of the constraints using a blue-to-red infrared coloring.
Leave the original colors.
Color according to the maximum stretching force applied by the constraints.
Color according to the maximum bending force applied by the constraints.
Color according to how far constraints are stretched.
Color according the ratio between original and current stretch.
Color according to how many degrees the bend angle has deviated.
Stretch Plastic Flow
Color according to how much the stretch plastic flow has been triggered.
Bend Plastic Flow
Color according to how much the bend plastic flow has been triggered.
Color according to the maximum volumetric force applied by the constraints.
Color according to how far volumetric constraints have expanded from their rest state.
Color according the ratio between volumetric expansion and the rest state.
Display Visualization Geometry
Toggles if the simulation geometry is false-colored in addition to the constraints.
Max Stretch Stress
Scales the maximum stretch stress to be the maximum coloration.
Max Bend Stress
Scales the maximum bend stress to be the maximum coloration.
Max Stretch Distance
Sets the maximum stretch distance to be the maximum coloration.
Max Stretch Ratio
Sets the maximum stretch ratio to be the maximum coloration.
Max Bend Angle
Sets the maximum bend angle to be the maximum coloration.
Max Stretch Plastic Flow
Sets the maximum stretch plastic flow to be the maximum coloration.
Max Bend Plastic Flow
Sets the maximum bend plastic flow to be the maximum coloration.
Max Volume Stress
Scales the maximum volume stress to be the maximum coloration.
Max Volume Distance
Scales the maximum volume distance to be the maximum coloration.
Max Volume Ratio
Scales the maximum volume ratio to be the maximum coloration.
The following examples include this node.
This example demonstrates combining a Vellum simulation with a Smoke simulation to create a billowing sheet.