Spring Sop
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- tamte
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- mestela
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Thank you!
What i got to forget to mention is that i use a scatter sop to the grid so i only end up with the points.
So in a way you can create a quick “particle system”
In your example i added a add sop with “Delete Geometry But Keep the Points” after the vellum solver node. Now i have more or less the same setup as with a scatter. But it's a lot slower compared to a grid, scatter and spring sop. The vellum cloth seems to make it a bit slower. Is there a way i can only use a grid scatter and vellum solver? I tried setting it up but doesn't seem to work.
What i got to forget to mention is that i use a scatter sop to the grid so i only end up with the points.
So in a way you can create a quick “particle system”
In your example i added a add sop with “Delete Geometry But Keep the Points” after the vellum solver node. Now i have more or less the same setup as with a scatter. But it's a lot slower compared to a grid, scatter and spring sop. The vellum cloth seems to make it a bit slower. Is there a way i can only use a grid scatter and vellum solver? I tried setting it up but doesn't seem to work.
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- mestela
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Can you post a hip of what you're trying to achieve with the old spring sop?
I'd never used the spring sop before, but to my eye it didn't look anywhere near as good as vellum, vellum seemed to solve faster, the results were better, and its more versatile. Like Tomas said you can always opunhide it, but if you're gonna do that you may as well opunhide the old point sop too.
I'd never used the spring sop before, but to my eye it didn't look anywhere near as good as vellum, vellum seemed to solve faster, the results were better, and its more versatile. Like Tomas said you can always opunhide it, but if you're gonna do that you may as well opunhide the old point sop too.
![](/static/djangobb_forum/img/smilies/wink.png)
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- mestela
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Cool effect! To me that's more of a particle/pops setup than spring or vellum, but if spring works for you, awesome.
Out of curiosity I had a go at replicating that feel in pops, not too tricky; pop wind for the general wind force and turbulence, a pop attract to start dragging the particles back towards their starting positions when they get too far, and a pop speed limit to calm it all down a little.
I guess in the bigger picture you could throw all kinds of extra forces and stuff at the pops take to make it do exactly what you need while the spring sop is what it is. More importantly if things break with pops you can yell at sidefx or here in the forum.![](/static/djangobb_forum/img/smilies/smile.png)
-matt
Out of curiosity I had a go at replicating that feel in pops, not too tricky; pop wind for the general wind force and turbulence, a pop attract to start dragging the particles back towards their starting positions when they get too far, and a pop speed limit to calm it all down a little.
I guess in the bigger picture you could throw all kinds of extra forces and stuff at the pops take to make it do exactly what you need while the spring sop is what it is. More importantly if things break with pops you can yell at sidefx or here in the forum.
![](/static/djangobb_forum/img/smilies/smile.png)
-matt
Edited by mestela - March 25, 2019 06:40:35
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- anon_user_40689665
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