Multiple Vellum Solvers on single character?

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Have gone thru the Vellum Masterclass, the THUG presentation and all of Entagma's introductory vellum tutorials.

Still a few questions.

If you have multiple separate clothing items on a single character, is it considered ‘best practice’ to have multiple vellum solvers, one for each piece of clothing, or is it necessary to merge ALL clothing items before using a single solver?

Also, I've read the documentation in regards to Stitch Points and Weld Points constraints. http://www.sidefx.com/docs/houdini/nodes/sop/vellumconstraints.html [www.sidefx.com]

They both seem to be somewhat interchangeable.

Can anyone provide an example of when you would use one over another?
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art3mis
If you have multiple separate clothing items on a single character, is it considered ‘best practice’ to have multiple vellum solvers, one for each piece of clothing, or is it necessary to merge ALL clothing items before using a single solver?

up to you:
if your clothes are independent of each other or if you want to layer them in such a way that there is no mutual interaction needed, but at most one way, then you can use multiple Vellum solvers and potentially optimize your workflow that way

however if you want them to mutually interact use single Vellum Solver

there is no need to merge them before sim however as you can use separate Vellum Source nodes to bring individual pieces in the sim

art3mis
They both seem to be somewhat interchangeable.
stitch and weld are different
stitch creates distance constraints between pairs of points, so it can act like springs, keep/enforce certain distance, etc..
weld simulates both “welded” points as a single point, so there will be no distance or springiness between them, on top of that weld constraint tools allow you to create additional bend constraints that can maintain continuity over the weld seam
Edited by tamte - Jan. 3, 2019 15:27:16
Tomas Slancik
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Thanks Tomas
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