This lesson was all about how to use the Vellum Solver which create soft bodies. There was quite a lot to this lesson that I did as I really enjoyed the process and the outcomes I got. There were 3 parts to this lesson which I did. First was the ballon, the flag and then the hairy crab.
- CfX – big subject
- soft body (cloth, muscle, blob, skin, anything that deforms) vs rigid body

Making Cloth:
- geo – solver
- vellum solver node – gives accurate results, use it only in specific cases
- solver node
- pyro solver – one of the oldest solvers
- vellum solver links to vellum constraint
- cloth mode
- more polygons means the grid looks more like a cloth
- better to use triangles using a divide node
- constraint number is important on solver of how cloth works. Not too high to save simulation time
- FI – Houdini help
- add wind
- point deform node – uses lattice points
- input 1 – object, 2 – rest position / guide mesh, 3 – animation
- normals node
- remesh node creates a proxy
- re apply simulation on original mesh?
- cloth deform node
- cloth capture node – skinning
- lower radius