Edited by almatea, 24 March 2012 - 03:11 PM.
simulation of destruction
Posted 24 March 2012 - 06:01 PM
How did you handle concave objects in your simulation?
senior FX TD - Rhythm & Hues
Posted 25 March 2012 - 05:20 PM
The peek into your process is really interesting, and I agree it would be great to hear more workflow details of how you set up the different elements (brick/stucco/wood) for simulation and render time displacement if you were interested in discussing it.
Have you tried this workflow with Houdini 12 yet? How do you think the integration of Bullet in Houdini 12 compares to your custom solution?
Awesome work again, almatea - thanks for sharing!
Posted 25 March 2012 - 06:12 PM
I think that my engine and integration of Bullet in Houdini 12 solving little bit different tasks. Houdini integration of Bullet is very nice but sometimes you need little bit more flexibility at low level and more speed with thousands and thousands pieces of geometry. Houdini solutions give flexibility but not always it mean high speed.
I do not tried to solve destruction tasks with Houdini's Bullet but I believe that it will be possible.
Edited by almatea, 25 March 2012 - 06:12 PM.
Posted 26 March 2012 - 12:23 AM
If I remember correctly they used prefracturing and lots of constraints and created similar destruction sequences.
amazing work keep it up
Posted 26 March 2012 - 12:42 AM
makingof videos of 2012 inspired me when I created my tool
I choose little bit different way. I used compounds and calculated a graph of linking for pieces instead natural constrains.
Posted 26 March 2012 - 01:42 AM
Edited by Netvudu, 26 March 2012 - 01:42 AM.
Posted 26 March 2012 - 10:31 AM
Because there are plenty of fish in the ocean.
Why do the fish make the ocean blue ?
Because they breath and talk as " blue blue blue .... "
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