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[flow_default] Transcription: 02-Grain Sourcing and Dop Solver.json

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transcriptions/02-Grain Sourcing and Dop Solver.json ADDED
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+ {
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+ "audio_file": "02-Grain Sourcing and Dop Solver.wav",
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+ "text": "Before we start making our grains, let's first get rid of this vellum solver and let's drop down instead adopt network to make a vellum solver inside and later feed it our sources vellum cloth that we have right now which is the bag and the grains that we're gonna make later and the third sheet of cloth and the wires. Let's dive inside and drop down a Vellum server just like we did on the subsurface. And we're going to need two inputs first. The first is a Vellum object, which is an empty object that waits for information or data to be solved. And it gets its data from a Vellum source node which goes right here. So for the Vellum source we need a SOAP path that's the geometry that's gonna be solved and the constraint SOAP path which is the constraint geometry that tells the object in the solver how to move and what its properties are like, what's its bending for example, or stretchness and so on. Is it the cloth? Is it grains, soft body, et cetera? So let's drop down here another object just to make things easier since we already have the data that the Vellum source requires. We have the Vellum geometry or the SOP path right here in the first output. Let's call this cloth geo in all the caps and the constraint geometry comes out from the second input. So this is the geometry and the constraints here it is just a bunch of wires. Let's call this cloth con for constraints and that's all we need. Shift S to make it more beautiful. Dive right back in. In the volume source, let's give it the path for the subpath. So the class U and the constraints is the cloth con. And let's name this cloth. All right. So if we press play right now, nothing happens because we don't have any forces of any kind. So let's drop down a gravity force. And now if we press play, we're going to have instantly the same result we had on the sub-solver with the added bonus that we can drop down, emerge node and have as many sources as we like all being solved together simultaneously. We can have multiple solvers or multiple sources sorry in the sub-solver but it's cleaner for me anyway if I do it in an adopt network it's more organized but that's just my style you can do it in the sub-solver if you like. You're gonna have the same results. Okay, so now that we have the dotnet and the cloth object already made, let's make our grains. So let's drop down a Vellum configure grain. Take the same source as the cloth and we need to turn on the create points from volume option. So it turns our geometry into a volume and it fills it with grains. So instantly we're gonna get these grains represented by sprites and if we changed our nulls from the cloth geometry to the green geometries just to have a quick look we're gonna see that yep it's solved correctly let's drop down a ground plane so it doesn't keep falling forever that I just clicked shift R right here to reverse the order just to be a little bit more organized. And I'm gonna click on display proxy geometry to disable the ground visualization. And the grains are being solved correctly. Let's up the resolution a little bit. So let's from point O01, let's take it 0.025 for example, I think that's a good start. And now we have some greens. All right, so let's put everything back as it was. And let's work on getting the greens actually inside the bag. So with the blue flag standing on the Vellum Constraint grains node, so I can see it, I'm gonna template my cloth geometry and I'm gonna drop down a transfer node before our Vellum grain source just to make it a little bit more smaller and we need to make the pivot in the two, in the y-axis, so it's centered in the geometry as well since we pulled this up in the y-axis by two. Alright, so now we have our grains inside our bag and let's duplicate these nulls. Each one to each output. Let's name this grainGear and grainCon. If you don't know why we're naming them using capital letters, it's because Prudini shows any null that has capital letter before any other null. So if we, for example, if we browse this subpath parameter, we're going to find all Nulls with capital letters before anything else. So it just makes it easier to find your nodes if you have too many of them. So let's drop down a merge node, duplicate this, valem source, merge it, let's name this greens and let's change the subpath from cloth to green geo and green con Press play and if we turn on wireframe mode we are going to see our greens are actually inside the bag simulating and colliding with the bag. But what we are gonna notice right away is the bag is lifting the grains up since we haven't configured our grains properly yet. Let's mess around with the physical attributes of the grains. Most importantly, the mass. If you remember we set our mass on our cloth to 0.2 and we need the mass for the grains to be much heavier so it drags it down and we have this nice stretching effect. So let's actually make this like 10 times heavier than the bag and let's see what this gets us. So if we press play now. So now we have our grains pushing down the bag much more than before and we are seeing the sub steps and dynamics fail right here and the grains starting to escape and everything becoming such a mess. That's because we have very low sub steps at the moment. One sub step is not okay with Vellum at all, especially with grains involved. So let's correct this and add some more dynamic control in the next lesson.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 525.02
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+ }