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faking Rigid Bodies with the new cloth solver. Transfering simple collision transforms to instances. Hacky but could be nice way to do particle effect that have better rotations ! #geometrynodes #b3d

10,696 次观看 • 19 天前 •via X (Twitter)

9 条评论

UnicornHunterCG🔶 的头像
UnicornHunterCG🔶19 天前

So are these basically like super rigid cloth sims ?

Miettinen Jesse - Embrace FX 的头像
Miettinen Jesse - Embrace FX19 天前

yeah :D

CGMatter 的头像
CGMatter17 天前

good idea on the instancing - have you cracked self collision yet?

Miettinen Jesse - Embrace FX 的头像
Miettinen Jesse - Embrace FX17 天前

Nopedi nope, but @seanterelle had done something with the velocity attribute apparently to get some sort of self collision. Anyways just wanted to learn all the transform matrix shit stuff so I can do the same with rigid bodies eventually😄

AFX LAB 的头像
AFX LAB19 天前

Nice now add glue constraints !

Robert St. 的头像
Robert St.19 天前

Replace this simulation with rigid geometry because right now I can’t see how the cloth solver did something meaningful. Also: why do the rotations of those chunks look so much more convincing than I remember them? Contact friction? Or is this the cloth solver?

Fatwa AR 的头像
Fatwa AR19 天前

damn the performance is so real

Treasure Efe 的头像
Treasure Efe18 天前

care to share your node setup?🙏👀

Mix 3D 的头像
Mix 3D18 天前

Not fake but actually the other possible way to make rigid body in GN cool and the bounding box help alot to simplify the geometry

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