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 Thursday at 04:19 PM Share Posted Thursday at 04:19 PM 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 Friday at 01:05 AM Author Share Posted Friday at 01:05 AM 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 Friday at 04:59 AM Share Posted Friday at 04:59 AM 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 Quote Link to comment Share on other sites More sharing options...
AlvaroCoes Posted Friday at 05:48 AM Author Share Posted Friday at 05:48 AM (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 Friday at 06:10 AM by AlvaroCoes Quote Link to comment Share on other sites More sharing options...
AlvaroCoes Posted Friday at 06:43 AM Author Share Posted Friday at 06:43 AM 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 Friday at 07:20 PM Share Posted Friday at 07:20 PM (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 Friday at 09:24 PM by fencer 1 Quote Link to comment Share on other sites More sharing options...
AlvaroCoes Posted Saturday at 02:39 AM Author Share Posted Saturday at 02:39 AM (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 Saturday at 02:50 AM by AlvaroCoes Quote Link to comment Share on other sites More sharing options...
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