Vellum ConstraintGeometry primitive order scrambled by solver?

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Hi!

Trying to work with a sop solver in a dopnet to dynamically change the behavior of a vellum object.
Noticed that the primitive order of the constraint geometry gets rearranged by the “vellumsolver” for some reason.



So when I load the ConstraintGeometry into the sopsolver and merge the object with animated parameters and try to copy those values to the actual running constraints geometry I get a mismatch.

Now as a workaround I store the correct primitive id on each primitive on the incoming constraint geometry from the get-go and use that instead of “@primnum” but that seems excessively cumbersome. Am I doing something wrong?

Prepared a simple scene that explains my issue.
Edited by MattiasSyndicate - March 25, 2019 11:39:13

Attachments:
primitivemismatch.hipnc (400.4 KB)
prims.JPG (36.3 KB)

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prims get sorted during the graph coloring stage, so that the corresponding colors create continuous block that can be processed in parallel
you can submit an RFE to sort them back, in meantime your workaround is valid
Tomas Slancik
FX Supervisor
Method Studios, NY
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Thank you for the fast response!

@storedprimnum it is then
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