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Simulating cloth or hair 10,000 units or further from the origin can cause problems making cloth look crinkled and hair look tangled. If you move your objects closer to the origin, this should fix the problem. However, if that isn’t an option, you can use a 64-bit solve for more precision. This is not typically recommended though, since it is significantly slower.
32-bit cloth simulated 10,000 units away from the origin.
64-bit cloth simulated 10,000 units away from the origin.
Using 64-bit with Vellum
There are no options on the Vellum solver to operate in 64-bit. However, it is able to handle 64-bit input geometry in Houdini 18. To set the geometry to 64-bit, do the following:
Append an Attribute Cast SOP after your geometry object but before the Vellum Configure Cloth node. This will ensure that the geometry path and constraints path are both running with 64-bit precision.
On the Attribute Cast SOP, change the Set Preferred Precision to 64 bit.
*in the Attributes parameter, and change Precision to Convert to Preferred. This will change all of your attributes to 64-bit as well.
Identifying 64-bit attributes
To find out if any attributes are 64-bit, you can click a node in your network to open the information menu. If your attributes are 64-bit, you will see the number
64 in subtext beside the attribute name. If there isn’t any subtext, it 's 32-bit.
You can also see this information in the Geometry Spreadsheet. Attributes without any subtext are 32-bit.. Houdini only identifies attributes with subtext which are not 32-bit, since 32-bit is the default, to avoid cluttering the interface. For example,
64 for 64-bit or
16 for 16-bit.