Avoiding intersecting geos after looping vellum sim

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Hi everyone



as you can see in my screenshot this is my situation after looping a vellum sim.
It makes sense, as i have so many little curvy details that any technique I could use to loop the curtain would take me to the same place.
So my idea was to use a solver AFTER my "make loop" node that keeps points at a certain distance from each other, each frame. I suspect that it could create some weird artefacts anyway, but curious to try.
I just don't know how.
Does anyone have any idea of how to achieve this?
Edited by MirkoBinyan - April 13, 2021 02:32:25

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This is a question I couldn't solve for a long time. Would love to see some answers.

However, if possible maybe you can add a vellum post process SOP after make loop and play around with Spatial Blur. You might lose details but it in some cases fixed those intersections for me.
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Yeah, i've actually tried that, but no luck.
Seems to me that we need a solver where points are being kept away from each other.
Going to work on this soon again so if i find a solution will post it here...
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I am afraid you are right. It seems like the solution won't be that simple.

Looking forward to a solution you find hopefully! Good luck.

If I come across any way to fix the issue, will post it here right away.
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