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Vellum fluids seamlessly integrate into the Vellum solver. You can simulate interactions between Vellum fluids and Vellum grains or Vellum cloth, for example. Vellum hair is currently not supported. For best results it can be necessary to change specific attributes and parameters.
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Optimize solver settings |
Substeps play an important role for the fluid’s quality and stability. You can find them in the Vellum Solver DOP node’s Common tab under Iterations. We recommend at least To optimize pure fluid simulations you can decrease Constraint Iterations to values around In simulations with fluids and other constraint types like grains, softbodies, or cloth, more substeps and less iterations are usually the way to go. The settings below are a good starting point. Set
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Achieve continuous fluid emission |
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Fix disappearing particles in fluid-grains simulations |
When you simulate grains and fluids, and particles disappear, go the Vellum Solver DOP node and turn off Advanced ▸ OpenCL Neighbor Search. |
Work with friction |
The impact of Friction and Dynamic Friction on Vellum fluids is limited, but can be useful for fluids, interacting with Vellum cloth. Both of these are multiplied by the corresponding attribute on the two things that are colliding. Friction also helps to slow down fluids and prevent them from spreading out too far. Friction can be applied per-particle on the Vellum Solver DOP/SOP (DOP/SOP) or the Vellum Configure Grain SOP. The parameters of the Vellum Configure Grain node act as multipliers on the solver parameters.
If you want to apply friction to an object that interacts with Vellum fluids (or grains, softbodies, etc.), you can add an Attribute Create SOP and create |
Improve fluid-grains interaction |
Low Repulsion Weight values (< 0.1) will help to improve interaction between fluids and Vellum grains. With high Repulsion Weight values, Vellum grains will hardly mix with fluid particles. |
Use the Minimal Solver |
The Minimal Solver is used by the Vellum Brush SOP and isn’t recommended for end users. |
Simulate multi-phase fluids |
Multi-phase simulations are set up using the Vellum Configure Grains SOP node’s Phase attribute, which you can use to simulate mixing fluids like water and oil. Fluids with
For a description of how to set up a scene with three different fluids and the Phase attribute, please go to the Vellum fluid phases page. |
Fix problems with low density fluids |
In Vellum fluids, simulations tend to become unstable when Density is very low (< 10). You might also see exploding particles in simulations, where fluids have a high variance in Density values, for example |
Decrease simulation time with high-viscosity fluids |
Simulations can become slow with very high Viscosity values. You can add a
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Avoid terracing |
Sometimes you can see layered or terraced fluid particles. To avoid this, go to the Vellum Configure Grains SOP node and turn on Dither Surface. |
Get splashier Vellum fluids |
By default, acceleration is limited to avoid exploding particles. For splashier fluids, this default might be too low. To change this on the Vellum Solver DOP node, go to Advanced ▸ Motion and increase Max Acceleration. This attribute is, on the other hand, also suited to decelerate splashes. If the amount of splashes is not sufficient, you can also increase the Vellum Configure Grains SOP node Particle Scale to create more particles. |
Make particles match the sourcing object |
Fluid particles can be “over-packed” with the Vellum Configure Grain SOP’s Packing Density. Higher values will displace particle positions to create a better representation of the sourcing object. Normally, values between With grains, Packing Density should not be greater than |
Delete stray particles |
Stray particles often occur with fluid-object collisions or in other situations, where particles are highly accelerated. The POP Kill DOP can be configured in various ways to get rid of stray particles. In SOP-based networks, the POP Kill node is placed inside the Vellum Solver SOP:
The Rule tab lets you create VEXpressions with thresholds for speed, position, or other attributes.
if (length(@v) > 2.5) { dead = 1; } Particles can also be removed through helper geometry, e.g. a box, sphere or any other object.
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