Coral Balloon Clusters
🕑 Added 2024-07-23 16:26:19 +0000 UTCIn this video I'll show you how to model and simulate these abstract clusters of balloon-like coral and simulate them using Vellum Balloon. We'll then move briefly into Redshift to show some ways to texture it.
Comments
ian frederick
Yeah inside the solver you can try putting down a pop drag node in the forces area and that might help. On the vellum cloth constraints or pressure constraints node you might also try playing with the dampening settings to help reduce the jitter
Bruno Suraski
When you say "drag force" that goes inside the solver node?
ian frederick
Hmm, you could try putting a strong drag force into the scene to dampen the movement? also try playing with your substeps number as well as the numbers for bend stiffness and stretch stiffness on your cloth constraints, sometimes if those are too high or too low, they fight to keep a certain shape and end up creating unexpected movement. I don't know if there's a super clear answer, usually for me its just about trying different numbers to create a balanced simulation.
Bruno Suraski
Hi Ian, when my spheres inflate, they constantly swirl around the pinned points. Even taking the pop force out of the equation. Do you know how to stop them from moving after being inflated?
Bruno Suraski
The Vellum parameters are the same, but yours has 500 scattered points, and I am using 600. I also changed the target mesh to a wine bottle instead of your prism. The wine bottle has 25 units instead of your 5. But aren't all of those modifications irrelevant to the calculation? I imagine scattering approximately the same points on a different target mesh won't change much.
ian frederick
Hmm that’s very strange, my simulation ran very quickly using the parameters I outlined in this tutorial. Are you following the tutorial exactly?
Bruno Suraski
Hi Ian, Are there ways to optimize the simulation calculations? On my end, caching to verify every change in Vellum takes ages, at least 30 minutes. I have a laptop with a 4080 RTX. I am curious about your workflow. Do you change one parameter in Vellum and wait that long for every correction you need to check? I know that lowering the sphere resolution will help, but at the same time vellum will show a different result than the final resolution, making this workflow difficult to find the right settings for the "final" sim.
Christopher Murphy
I'm pretty sure the light linking exclusion broke your color input and light contribution. If there was a space between * and ^BG, I believe it would work as expected.
Philipp Welsing
Ahhhh GOT IT. Thanks!
ian frederick
I only did that for the duplicates I made so that their animation would be offset a bit from the original version
Philipp Welsing
Is the first Time Shift your are placing around 16:05 really necessary? Shouldn't do anything? Just for my understanding of things. Thank you!!
ian frederick
I’m glad you’re enjoying it!
Philipp Welsing
New favourite Patreon.