VELLUM
Reference: Animating Vellum Constraints
Polywire: Useful for converting lines or points into a shape.
Promote Groups: Converts points into polygons or other forms.
Line and Point Jitter: Use for adding randomness to lines and points.
https://entagma.com/courses/ahtya-2-adding-houdini-to-your-arsenal-2-0/ahtya-2-0-pt-05-squish y-vellum-project-part-2/
Resample: After using curves, you can use resampple to make result of poly smoother.

Voronoi Fracture: Creates groups such as "inside" and "outside."
Usage: You can use these groups with the Blast node to separate or isolate specific parts of your fractured geometry.
Example: Apply the Blast node to target and manipulate either the "inside" or "outside" groups based on your needs.

Vellum Solid Conform: Fill an object with Vellum.
Inflating a Balloon: Use dynamic constraints to simulate inflation.
https://entagma.com/courses/vellum-101/vellum-101-pt-2-dynamic-constraints-in-vellums-sop-solver/
Making Cloth Fall and Stick: Apply constraints to make cloth adhere or stick to surfaces.
Visualize Node: Display attributes like color (
cd
) and normal.https://entagma.com/courses/vellum-101/vellum-101-pt-15-new-in-houdini-17-5-per-point-friction/
Vellum Blend: Create keyframes between Vellum states using the
Vellum Blend
node.https://entagma.com/courses/vellum-101/vellum-101-pt-16-blend-shapes/
Blendshape Node: Control which node to blend with
blendshapeSequence:
Control which node to blendshapeIsooffset: Scatter points inside geometry.
Voronoi Fracture: Break geometry into pieces.
Attrib Promote: Change attributes between point and primitive levels.
Split Node: Divide geometry into two streams based on group matching.
Vellum Glue: Create stitches or connections between objects.

Stiffness Dropoff: Adjust to make Vellum simulations more realistic.
Connect Adjacent Pieces: Create lines between connected objects.
Vellum Post Process: Add controls to refine Vellum simulations.
Looping Simulations: Reiterate simulations for continuous effects.
https://entagma.com/courses/vellum-101/vellum-101-pt-23-looping-a-simulation/
Hard edges:

In the Vellum solver, you can make dirctly a ground (in the tab)
A lot of different Constraints presets

Keep an eye on the target size. (?)

Try to use a remesh node on your polygon object before doing vellum simulation..
Using Negative Values: If you set a parameter to a negative value, it effectively disables any points with that value. For example, if you use a negative value in your simulation, after frame 30, the simulation will stop or be disabled because no points will have that negative value.
Application: This trick can be useful for stopping or disabling parts of a simulation by using negative values.
Description: Use a technique to simulate an object, such as a Sphere, moving onto cloth, translating through it, and breaking it into pieces. This involves using the color transfer attribute for the interaction.
Tutorial: Check out this Udemy course lecture for a detailed explanation.
Vellum (and grain) usually need more substeps.

source: https://entagma.com/courses/vellum-101/vellum-101-pt-35-sphere-packing-a-surface/
Use a vdbreshapedf node. At offset of 3, you will expand(grow) your vdb asset.

when using the AttribRandomize node, the value o the left will be the min size and on the right, the weight is how frequently they will appear.
