AlvaroCoes Posted November 20 Share Posted November 20 After a looooong simulation that took ages, (even though i managed to data compress it to 6GB) i find myself with this. Is there anyway i could fix this without adding more Collision constraints/passes? The usual Vellum Hairs act very similarly and was unfit, because i couldn't aproach it later and add the details regarding the vegetation. Quote Link to comment Share on other sites More sharing options...
fencer Posted November 21 Share Posted November 21 Oh, shaky! Check more examples with vellum grass, all should be pretty simplified. If you need highres collision, limit it close to lion only. Take one bush setup and share here at least. Quote Link to comment Share on other sites More sharing options...
AlvaroCoes Posted November 22 Author Share Posted November 22 Believe me i tried the whole setup both Vellum Hair and cloth. Lately trying with hair but even the simplest configuration became even more shaky. Besides how could i transfer the simulated curves to the plant geo, because, trying with point deform didnt seemed to work. I saw all the tutorials/material with similar configuration Quote Link to comment Share on other sites More sharing options...
fencer Posted November 22 Share Posted November 22 Hard to say without a hip. Something wrong on base level, behaviour is too weird. Might be collision geometry or so. Deformation can be done in many ways, point deform or wire deform with rotation, try to google tree setup examples. A a quick test. grass_collide_v01.hip 1 1 Quote Link to comment Share on other sites More sharing options...
AlvaroCoes Posted November 22 Author Share Posted November 22 (edited) Hey thank you so much for taking the time, really appreciate it. I'll share both hips, also I'll share some geo for the grass, Looking at your setup, i think i was playing too much with the dumping ratio for both blend and Stitchness, and that might be the reason I had this super weird interactions. Also i think I didn't have defined a piece attribute for each copy and that might resulted in the glue constraint going crazy, and try to entangle with everything in the cloth simulations. Please let me know if that was helpful! LionGrass.zip Edited November 22 by AlvaroCoes Quote Link to comment Share on other sites More sharing options...
AlvaroCoes Posted November 22 Author Share Posted November 22 Another thing is, I've seen that my bend stiffness is too high and maybe that's another factor for the weird behaviour, but if i keep it down to your values, whenever i add another force such as wind, everything goes down Quote Link to comment Share on other sites More sharing options...
fencer Posted November 22 Share Posted November 22 (edited) Well, can't be sure but this might require more love to setup, bruteforce will not work well. Maybe something this way. liongrass_HairSim_OD_v02.hip Edited November 22 by fencer 1 1 Quote Link to comment Share on other sites More sharing options...
AlvaroCoes Posted November 23 Author Share Posted November 23 (edited) Paul, you are a legend, I'll definitely take a deeper look into it. I was literally on the verge of moving on from this project and now i wanna test it again. Major Props to you sir! I knew I had to eventually separate each of the main parts of the plants to be able to have cleaner results. Another alternative i was thinking is doing the simulations with the simplest setup (just lines, like your first test), and then apply the deformation to the complex geo or even just apply some texture with opacity. Another one was to create a simple rig for each plant and then transfer the simulated movement of each line. Edited November 23 by AlvaroCoes Quote Link to comment Share on other sites More sharing options...
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