Spring Sop

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Hi,

I'm missing the Spring Sop in Houdini 17.5 or i'm missing something?
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it's ophidden cause there is vellum now
you can opadd it or opunhide if you want
Tomas Slancik
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Method Studios, NY
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that's a shame, spring is great for quick & dirty evisceration effects, among other things.
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Vellum Solver SOP is superior in almost every way, it can be used in a spring SOP like quick&dirty way if you want, what exactly are you missing?
Tomas Slancik
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Method Studios, NY
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In Houdini 16 i would use a grid with a spring sop with some wind and turbulence to make the points move. How would you do that with the Vellum Solver Sop?
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quick setup

Attachments:
spring_vs_vellum.hip (395.5 KB)

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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.
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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.
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This is what i would like to do with the spring sop
Edited by M20 - March 25, 2019 05:33:21

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springSop.hipnc (63.2 KB)

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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.

-matt
Edited by mestela - March 25, 2019 06:40:35

Attachments:
springSop_as_pops.hipnc (293.8 KB)
spring_vs_pops.gif (1.5 MB)

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Another example. Fast & forgiving, definitely worth keeping.

Attachments:
splat.hiplc (138.8 KB)

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That's a cool example cpb!

Thanks @mestela for the example.

I wonder what's the reason for SideFX to remove the spring sop. It's such a handy and fast tool for getting motion.
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Well not removed, hidden. You've got a few fun use cases, but it's primary original intent of cloth-like effects is much better served by vellum.
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True, spring solver deserve a space, if popfluid node does.
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