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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 Aufrufe • vor 19 Tagen •via X (Twitter)

9 Kommentare

Profilbild von UnicornHunterCG🔶
UnicornHunterCG🔶vor 19 Tagen

So are these basically like super rigid cloth sims ?

Profilbild von Miettinen Jesse - Embrace FX
Miettinen Jesse - Embrace FXvor 19 Tagen

yeah :D

Profilbild von CGMatter
CGMattervor 17 Tagen

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

Profilbild von Miettinen Jesse - Embrace FX
Miettinen Jesse - Embrace FXvor 17 Tagen

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😄

Profilbild von AFX LAB
AFX LABvor 19 Tagen

Nice now add glue constraints !

Profilbild von Robert St.
Robert St.vor 19 Tagen

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?

Profilbild von Fatwa AR
Fatwa ARvor 19 Tagen

damn the performance is so real

Profilbild von Treasure Efe
Treasure Efevor 18 Tagen

care to share your node setup?🙏👀

Profilbild von Mix 3D
Mix 3Dvor 18 Tagen

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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