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Wenye

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About Wenye

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    Wenye Fang
  1. I'm trying to imitate the motion of rocks falling on dirt. Since the RBD Solver seems to give me more accurate and realistic looking results over the Bullet Solver, I decided to go with that method using RBD Fractured Object. When I first had my scene setup with Bullet, I was able to use a little VEX in the SOP Solve to artificially reduce velocities as rocks fell below a certain Y value. It seems like that setup isn't compatible with my RBD setup, so I was wondering what would I need to do to get it working? In addition, how can I write an expression that would tell the solver to reduce the velocities of the objects by half and double their weight each time they impact the ground? Any tips would be greatly appreciated. Thank you! RBDTest_001.hiplc
  2. Creating random RBDs with RBD-Point-Object

    Hi Tomas, thank you for sharing that scene. I was wondering if there was a way to add the capability of switching from low res geo to high res geo with your setup? Something along the idea of creating points to represent the simulated objs from DOP and then plugging that into a Transform Pieces? My knowledge is limited in this area and i haven't been able to figure it out. Any help with be much appreciated. Thank you.
  3. Natural Randomness Ratio and Scale Ramp

    Amazing! Thank you very much for the replies.
  4. For example, if I was creating debris emission for a destruction scene and I wanted the debris to vary in size, how would I go about creating a ramp that would affect my original points and allow control over the scale of my debris geometry and the ratio of larger vs smaller geometry to be used? Any suggestions would be much appreciated. Thank.
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