I have a Vellum setup that is working great, until I change one small parameter...
- I'm using an initial RBD sim to hover 4 low res objects in a big group in the air.
- I then turn those objects into Vellum cloth, so I can drop them in a big bouncy pile on the ground.
- Lastly I deform the 4 low res objects with a Point Deform SOP onto the high res geometry.
This works totally fine when I only scatter one of each object.
The problem quickly appears when I scatter more than one of each object in the initial floating RBD pile.
I sort of understand why this is happening, but I can't get my head around fixing this procedurally.
I think the high res objects can't be moved into the position of the low res geo because (once scattering more than one of each object) there is no longer a name (or class?) to define each and every object independently.
I am stumped in finding a way to fix this sensibly without me having to manually make multiple copies of each object with independent naming. Any ideas would be greatly appreciated!
Scene file attached.