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Showing results for tags 'softbodies'.
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I'm using a vellum grains setup to serve as a softbody sim for a fractured object (glued islands with separate, breakable glue for the seams, will point-deform source geo in a for-loop). Because the source geo is fractured, tet softbodies won't work, so I'm going the grains route. By and large it's working nicely, except that there are a few rogue grains that will fly off during the sim and I'm afraid that will screw up my point deform. It's not huge spacewise, so manually picking and blasting them after the sim but before the point deform wouldn't be difficult (and at this point probably more efficient, actually) but I'd rather do this procedurally since this setup is made to be reusable. Is there a way I can identify and blast out the misbehaving grains procedurally (presumably with the sim time-shifted to the last frame)? I presume doing a nearpoints-type-thing would eat into the edges or smaller islands, but I could be wrong. (And since they're more often in little clusters of two or three, just finding completely isolated points won't work.) Thanks for any help!
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In the attached scene I'm emiting vellum softbodies and I'm trying to create some stitch constraints dynamically (based on a distance threshold). For some mysterious reason it is not working and I can't really figure out why... vellum_emit_softbodies.hipnc
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- vellum
- constraints
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Hi! I'm simulating a few hundreds soft bodies (all identical) with vellum, and what I'm looking for is a way of simming with a low poly proxy of the objects and then transfer the sim baked into the hi res geos. I see there's a cloth capture / cloth deform process that seems to do exactly what I'm looking for, but in my case the soft bodies are emitted frame by frame, so the output is from a dop network. in the past I did something similar where I used point deform but in this case I'm not sure it's going to work as I don't have a rest position...here's an example just to clarify what I'm doing... softbodies_proxy.hip
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Hello there magicians, I am facing this problem where I am choosing between vellum and fem to simulate a blobby thing effect that is an animated alembic cache I've reached reasonable results but now I want to decide which is more convenient vellum or fem, also can I paint weights in FEM i.e. some parts jiggle more than others and what are the specific parameters responsible for the jiggle and volume conversation effects in either vellum or FEM as I am new to both. Thank you so much in Advance.
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I was wondering if anyone could help me figure out how to create this reffernce? I started with spheres and turned them into VDB from polygons, scattered them along a tube trying to use VDB combine to create the holes... I don't feel like i'm getting close to the reference at all and was wondering if some one could give a help push? Thanks,
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- vdb
- softbodies
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