shawn_kearney Posted November 23, 2016 Share Posted November 23, 2016 (edited) Essentially this is two simulations. One for the wall and the other for the fluid. The wall is glued together, and once the glue bonds are broken it will begin to crumble. The fractured geometry failed to hold back fluids (something I've had a lot of trouble with, if anyone has a solution it'd be very much appreciated), so I ended using the wall as static geoemetry that interacts with the water and used a VDB proxy for collisions. This allows the geometry act as if water-tight, yet prevents interaction between the fragments being affected by the water. . However, by carefully setting up the initial velocities, a believable effect can be achieved. The wall is likewise procedurally modelled using a combination of volumetric and polygon techniques. Once the stones are created using VDB fracture the grout is created by subtracting the shape of the stones with simple blocked-out volume. The resulting polygon model was simply voroni-fractured as the peices needed were too small to efficiently compute using voxels. Edited November 23, 2016 by shawn_kearney 1 Quote Link to comment Share on other sites More sharing options...
shawn_kearney Posted November 27, 2016 Author Share Posted November 27, 2016 Texture test for wall. Quote Link to comment Share on other sites More sharing options...
shawn_kearney Posted December 2, 2016 Author Share Posted December 2, 2016 Needs a lot more work before it goes into my reel. Some rendering artifacts, need to get whitewater running and my script that handles impulse velocity and piling needs to be tweaks. But this semester is ending so this will have to do for now. Quote Link to comment Share on other sites More sharing options...
cudarsjanis Posted December 15, 2016 Share Posted December 15, 2016 nice one Gonna look good with whitewater! 1 Quote Link to comment Share on other sites More sharing options...
shawn_kearney Posted December 19, 2016 Author Share Posted December 19, 2016 Yep! And now that I found out I can use POP Volume Advect with RBD I might have a way to make the stones influenced by the water and keep it from leaking. Quote Link to comment Share on other sites More sharing options...
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