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Showing results for tags 'fur rbd shock propagation'.
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EDIT:1) i added the shock propagation system for anyone who is interested (no dynamics) 2) new grass renders 3) WIP here: http://forums.odforce.net/index.php?/topic/18254-power-shot/ hello. I am starting a project which will force me to go beyond what i am used to do. The concept is about a soccer player that shoot in the soccer ball with so much power that the ground rips apart. i am pretty ok with creating choreographed destruction,force field, particle animation, smoke simulation, and filming the players. u can see the basic concept of the shock propagation(done with pops and copy node), after that the ball will rip the floor in a straight line, i already did successful test with custom force field. you also can see a first "meaningless" render, that represent the minimum accepted fur density. Now my worry is about the grass: i have manage during rnd to get the grass stick without anything weird happening on the RBD fracture object with houdini fur.But this was a small scale test, now that i am creating real scale scene everything is going to get heavy. i do not want to have dynamic on the grass, as all shots will be slow motion https://vimeo.com/71984860 i did create my own grass in sop using copy node and line deformed, the final look was actually good with 1000000 hair. 1000000 hair took 3 minute per frame to create the geomety. Does anyone has any tips of how to approach the grass issue as it will take lots of time to generate at every frame? Should i try to use my own system as i can bake the bgeo ,while it takes time to bake, it is extremely fast at render time. Any other tips concerning the approach of large scale simulation is welcome to. Or famous trick when having to pave wide area with fur Thanks shock_propagation.hipnc