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Gianni333

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About Gianni333

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    Gianni
  1. Awesome, thanks alot! That works perfectly, much appreciated!
  2. The problem is that all the pieces move pretty much from the start on. First the 2 praline fly towards eachother (no breaking apart yet, but moving) and after the collision I have all pieces flying around while some of them still are connected as chunks. Also I can't just delete all inside faces, because I still need some of them where the pieces already are broken. The only idea that comes to my mind really is some clean up that I could perform on a frame to frame basis to delete all the faces that are inside the chunks. Problem is I don't know how I don't know if it is maybe possible to somehow group all faces that are inside the mesh, which would separate the visible inside faces from the ones that I want to delete?
  3. I have 2 pralines that collide and break to pieces. They are prefractured with Voronoi fracture, then put into an RBD Sim. I'm exporting them as an alembic and rendering them in C4D. They are polyreduced with displacement at rendertime and this is where I'm running into an issue. The displacement is revealing the edges of all the prefractured pieces before they break and also in the chunks that never actually break apart because of the constraints. I tried merging all overlapping points both with fuse and clean after caching the rbd sim and removing manifold polys with the polydoctor node, but that won't remove most of them, probably because some pieces have already moved a tiny bit apart before the collision. The issue seems to be the manifold polys though, because when I go in and delete them by hand in C4D the gaps between pieces are not visible anymore. Is there some way of merging all pieces that havent breaked apart yet and clean up the geometry of the cached geo at every frame , so I can apply a proper displacement map?
  4. I have 2 pralines that collide and breake to pieces. They are prefractured with Voronoi frature then put into an RBD Sim. I'm exporting them as an alembic and rendering them in C4D. They are polyreduced with Displacement at rendertime and this is where I'm running into an issue. The displacement is revealing the edges of all the prefractured pieces before they break and also in the chunks that never actually break apart because of the constraints. I tried merging all overlapping points both with fuse and clean after caching the rbd sim and removing manifold polys with the polydoctor node, but that won't remove most of them, probably because the pieces have already moved a tiny bit apart. The issue seems to be the manifold polys though, because when I go in and delete them by hand in C4D the gaps between pieces are not visible anymore. Is there some way of merging all pieces that havent breaked apart yet and clean up the geometry at every frame of the cached geo, so I can apply a proper displacement map?
  5. Thin Sheet Fluid

    Very nice setup! How would you adjust that if you had smaller scale and a particle resolution of say 0.003 or something like that? Which parameters would you scale up or down?
  6. pyro sim with timescale & retime sop issues

    How about caching out the sim and retiming it with a timewarp node with the import pyrofields node set to "load from disc"?
  7. Fluid not colliding with collider

    Update: I solved the issue with the initial velocity by creating one fluid object per filling and merge the 2 fluid objects before connecting them to the fluid solver. The issue is now that the fluid from the 2 fluid objects seem not to interact with each other. It's not too obvious, but I'm wondering why that happens?
  8. Fluid not colliding with collider

    Thanks a lot for pointing this out. I wasn't aware that right or left mattered in the merge and also that the guides from the fluid are not the same as the collision guides. Many lessons learned today By inverting the surface of the Static Object do you mean checking "Invert Sign" under the RBD Solver/Volume tab?
  9. Fluid not colliding with collider

    Thank you so much for the suggestions, so many possible solutions, much appreciated! I tried simulating the fluid just before the collision and it seems two work very nicely I have 1 problem though: In order to create the fluid I merged the 2 objects, scaled them down a bit and created points from volume. My main issue is now that I have only 1 fluid object, so I can only give it just 1 initial velocity. That means 1 of the 2 fluids always goes in the wrong direction because the 2 objects are flying towards each other.
  10. Fluid not colliding with collider

    Hi guys, I'm trying to make 2 objects that are filled with liquid collide, so that they break apart and release the fluid on collision. I have the breaking and collision set up and working, but I can't get the fluid to stay inside the objects until they break apart. I made the objects hollow with thickness by duplicating them, scaling the duplicates down a bit and then combining them with a boolean. I filled the inside with a point cloud that I converted to a flip fluid. The collision geometry seems fine, no holes etc. Since the objects are moving pretty fast, the fluid is halfway outside the objects after one frame. The rest also doesn't stay inside, but is splashing in all directions. How can I make the fluid stay inside the hollow objects? Any help is much appreciated.
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