

#Renderman vs mental ray how to#
The hip does more stuff (colliders, breakable pin constraints, plasticity, scale to a forest etc), but recognizing wireframe things need hair constraints rather than cloth, and how to identify when the number of constraint iterations are too low, were the important lessons here. can disable collisions to speed things up a little, don't need them for now.Can play with the ratio of substeps to constraint iterations, remember 1 substeps with 100 constraint iterations is roughly the same as 2 substeps at 50 iterations, but will solve more accurately (and be a little slower). Set substeps to 2, sim again, the tree is stable. On the lsystem increase the generations from 7 to 8, which grows an extra set of twigs.

Lets see what we can do to push this a bit and learn some more. Dive inside the solver, connect a popwind before the force output null, wind strength 0.1 on x, noise amplitude 0.25.Jump to the solver, set constraint iterations from 100 to 1000, sim.Next aha moment: If you do powers-of-ten jumps in stiffness but don't see any change the higher you go, the constraint iterations are too low!.on vellum configure hair, the bend stiffness is too low.on vellum configure hair, set pin points to group1.insert a group sop after the lsystem, set group type to 'points', base group 0, ie, the first point.append a solver, watch it fall to its doom.This was my first aha moment: when simulating wire/skeletal things, use vellum configure hair, not cloth! I got a better feel for vellum after watching the John Lynch masterclass a few times, taking notes (see below). It'd flop about, fall apart, no matter what I tried. 18 John Lynch Advanced Vellum workflowsĭownload hip: File:vellum_forest_lsystems.hipĪ thing I found surprisingly tricky was to take the default lsystem tree and convert it to vellum.10 Vellum jelly with embedded rigid object.
