Thanks,i knew that, i’m wondering how can i separate every Vellum Object from Vellum Source.I know Vellum Source have a Vellum Patch Name which i can use to apply different color in Sop.But that’s not enough,because I want to apply an attribute and then output it to alembic,which i can have something like vertex map in C4D,so i can apply different material to render.
Hope you can help me,thanks again.
Hello. Amazing tutorial. I was wondering if there is a way to setup a constraint (like an attach to geometry) to a geomtry coming from a RBD simulation.
Cheers
Alice
Great stuff guys. How can I stop the emitter after a certain amount of time?
Use an HScript expression in the vellum source’s “Active” field. E.g. this to have the source active until frame 20:
$FF<20
Cheers, Mo
hey,guys,how can i separate different vellum object from dop to sop?there has no something like id attribute to work with~
Heyhey,
to only export a certain vellum object back to SOPs, enter that vellum object’s name into the ‘Object’ tab on your dopnet.
Cheers, Mo
Thanks,i knew that, i’m wondering how can i separate every Vellum Object from Vellum Source.I know Vellum Source have a Vellum Patch Name which i can use to apply different color in Sop.But that’s not enough,because I want to apply an attribute and then output it to alembic,which i can have something like vertex map in C4D,so i can apply different material to render.
Hope you can help me,thanks again.
I’m wondering the same thing here. Any tips for texturing them after sim and having unique colors?
Hello. Amazing tutorial. I was wondering if there is a way to setup a constraint (like an attach to geometry) to a geomtry coming from a RBD simulation.
Cheers
Alice