Tomas Slancik
tamte
About Me
INDUSTRY
Advertising / Motion Graphics
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New York,
United States
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I am currently employed at Method Studios
Recent Forum Posts
Vellum - Disable Self Collision on Individual Pieces Oct. 20, 2026, 5:39 p.m.
s@collisiongroup + s@collisionignore is the correct workflow, which is also part of CollisionIgnore recipe for Vellum Solver SOP
i@disableself + i@disableexternal work on per DOP object basis and since the whole geometry from the 1st input of Vellum Solver SOP is a single DOP object, there is no distinction between named pieces as far as "self" is concerned
So you can either do pure DOP setup where your pieces are separate DOP objects (Vellum Object DOP) or specify collisiongroup/ignore patterns to define relationships you want within a single object
i@disableself + i@disableexternal work on per DOP object basis and since the whole geometry from the 1st input of Vellum Solver SOP is a single DOP object, there is no distinction between named pieces as far as "self" is concerned
So you can either do pure DOP setup where your pieces are separate DOP objects (Vellum Object DOP) or specify collisiongroup/ignore patterns to define relationships you want within a single object
Efficient and Precise way to group points Inside Geo? Oct. 20, 2026, 3:21 p.m.
olivierthyou can also use Winding Number SOP instead, that is already present in 19.5
The windingnumber function looks nice but I don't have it in my H19.5 sadly.
Efficient and Precise way to group points Inside Geo? Oct. 14, 2026, 6:47 p.m.
it's not clear to me whether you want to group all the points within any of the spheres, or just within the intersection of all spheres etc
but regardless, for arbitrary geo you can use windingnumber() VEX function to check whether the point is within the geo and how deep in case the geo contains intersections

for just spheres I agree that it's better to either use points with pscale or sphere primitives and iterate over them in for loop in VEX
or depending on number of points and colliders you can also use pcfindradius() if things get heavy,
but regardless, for arbitrary geo you can use windingnumber() VEX function to check whether the point is within the geo and how deep in case the geo contains intersections
for just spheres I agree that it's better to either use points with pscale or sphere primitives and iterate over them in for loop in VEX
or depending on number of points and colliders you can also use pcfindradius() if things get heavy,