![]() (Point) The original point position in rest space, used by shapematch constraints. This vector is also used to store target positions for pin constraints. (Prim) Orientation constraints need a rest orientation, so store a quaternion here. restlengthorig is for convenience so you can animate scaling effects without extra math. Distance constraints use distance, bend constraints use angle in degrees, volume and pressure constraints use volume. (Prim) The initial “distance” of the constraint. Higher than 0.1 likely stops the constraint from converging. The default empty string will only match against the * pattern. If this matches a collision ignore label, it will not engage in collision detection. Gives the collision group that this point belongs to. For example, external/bar will match only the collision group bar of the external object. To match a specific object/collision group pair, use a slash. The latter is specified with the string collisiongroup point attribute. Note that this will match against both the object name and the collision group. If packed primitives are in the third input, and they have a primitive attribute objname, that is used for those primitives implied object name. The Vellum Solver SOP has the default object names of groundplane for any ground plane added, and external for any collisions in the third input. The currently solving Vellum object always uses the object name self. Exclusion parameters such as * ^foo are not currently supported. This supports the common Houdini matching rules, so foo* will collide against the objects whose name doesn’t start with foo. To disable all collisions, use the string *. This means the default empty string will enable all collisions. Stores a pattern for the objects and collision groups to not collide with. Thus a pscale that is too high will become unsteady as points grow and then fight distance constraints. As points separate, this will decrease to grab any exposed room. Visualizing thickness will draw cyan rather than green for points modified this way. This avoids first-frame explosion by effectively reducing the effective pscale by overlap_foo for collisions, so points don’t start overlapping. So 0 means that the pscale is fully used. Stores how much of the original pscale is overlapped. However, if you want to re-enable something but aren’t sure if it is still tangled, you can set to 2 rather than 0 to delay enabling collisions until it is detected clean. This trick means that to disable a point independent of auto-detection, you should set the value to 1. (Technically, Houdini turns the second bit off.) If it was 3 Houdini changes it to 1 (still enabled). If it was 2 Houdini changes it to 0 (enables collisions). If disableself was 0 or 1 it doesn’t change. This attribute can be set easily with the POP Kill DOP. If set to 1 the point and any associated constraints will be removed from the simulation. (Point) This is a standard POP attribute, but it is used and respected by Vellum. Stopped controls both orientation and position updates via bits 0 and 1.ġ - Particle can rotate, but is fixed in space.Ģ - Particle can’t rotate, but is free to move in space. Pins that are to be released can be controlled using stopped rather than setting the mass to zero. Auto-sleep and awaken will manipulate the stopped attribute. (Point) Hair requires point orientations and the corresponding angular velocity (w). Orient, orientprevious, orientlast, w, wprevious, wlast (Point) For 2nd order we need the previous frames position and velocity ( pprevious, vprevious), and the frame before that, two frames ago (plast, vlast).
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