samfred2 commited on
Commit
90febde
·
verified ·
1 Parent(s): fffb3f1

[flow_default] Transcription: 01_Vellum Simulation.json

Browse files
transcriptions/01_Vellum Simulation.json ADDED
@@ -0,0 +1,7 @@
 
 
 
 
 
 
 
 
1
+ {
2
+ "audio_file": "01_Vellum Simulation.wav",
3
+ "text": "Let's create a planar patch. Put zxplane. Increase the size for example 5 by 5. Edge length will be set to 0.05 for now. So first we need to create points for the ropes. Let's do a sort. Let's set the point sort to random. I think that 40 points will be enough. So in attribute wrangle we will write that if petenum node sort, we can change bit longer and more points. Let's make a group which I'll call 0. And we'll call it End. Now let's create as vellum hair, and we what happens. Right now it's all falling together. Let's fix node, let's specify the lines group in pinpoints. And let's see what happens. Great, now the lines are in place and the cloth is attached to these pinpoints. But you can see here that there is a distance between the lines and the cloth. Let's see what the glue per point. But we can see that we also start to use more points on the line in this radius. This is something we want to avoid, so let's specify the end group that I created earlier. Now only constraints will be created from this point. Let's increase the max search distance and we can also increase the constraint per points. Or we can do it another way. Let's create a group by range and connect it to planar patch and increase the maximum value in the range filter. Let's name the group, Random the distance is has more variation. Okay, let's see what we get in the simulation. Okay, now let's do a line animation. Let's make a point-vop and create flow noise inside, switch signature to 3D noise and add it to the position. We can see that the points are shifted on all axes, but I need it to work only on the Y axis. So we multiply noise by constant, make it a vector, and set it to 1 for the Y axis only. Let's use Amplitude to make sure it's working correctly. Let's make Promote parameter for Amplitude, Roughness and flow. We'll make the amplitude bigger, write an expression for flow so that it depends on time, and multiply it by 0.2 so that it doesn't happen so fast. We'll reduce roughness a little bit to make the animation smoother, still now two fast animation multiplied by 0.1. So, and make the animation of amplitude. So that by the 50th frame was the current value of amplitude. And in the first frame, the amplitude is zero. And enable match animation in vellum hair to take into account the animation we made for the lines. Orientation pin type set to none. Let's check. Good, everything is working correctly. Now let's start customizing the fabric. First, let's remove bend stiffness to get patch even smaller so that the fabric has more detail. Now let's adjust the glue constraint. Let's make the constraint stiffer and less stretchy. Let's increase the stretch stiffness. Let's increase the damping ratio a little bit. The rest length can be slightly reduced so that the constraint does not stretch but on the contrary tries to stretch a bit. Let's see the simulation. Yes, it is much better. Let's make the time scale in Vellum Solver, for the glue constraint. Let's do a delete, plug it into the second output. Let's delete the bend and stretch groups. Yeah, great. Just what we need. Now let's make a vellum And I think we can delete all attributes. We won't need anything for rendering. Create file cache and click save to disk.",
4
+ "language": "en",
5
+ "confidence": null,
6
+ "duration": 884.89
7
+ }