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mattpuchala

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    Matthew
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  1. Also, as far as getting it to follow some animation... Unless you want the movement of the object to affect the behavior of the particles, I would simulate the points on a static mesh then deform it with the animation afterwards.
  2. Hi Everyone! I’m Matt, I created the collision solver in the video above. I’d love to shed some light on what is going on. Basically, there are two parts to the shot with the dude. Part one is the collision solver. which I created for an entirely different shot. If you look at my demo reel, its for the guy melting through the metal wall. Its used for volume preservation in the liquid metal. The solver is implemented entirely through VEX and then used inside a SOP solver to calculate collisions frame to frame. To address Johnny, yes it is completely doable with grains! I love grains! They are my favorite new feature! However, they have a lot of tech built in that is there to make it, well, look like sand. But that makes it seem like over kill for a simple case like in my demo. So I made a bare-bones version that sims very quickly and does just what I need. Part two is getting the points to stick to the mesh. So here it is… 1. Scatter points on a mesh. In a SOP solver, advect the points with noise or however you would like. Find the nearest point on the surface and snap to it. Solve for collisions. Go to next fram I hope this helps! -Matt
  3. Hello Everyone! I just wanted to share my current demo reel! https://vimeo.com/111437682
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