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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 views • 19 days ago •via X (Twitter)

9 Comments

UnicornHunterCG🔶's profile picture
UnicornHunterCG🔶19 days ago

So are these basically like super rigid cloth sims ?

Miettinen Jesse - Embrace FX's profile picture
Miettinen Jesse - Embrace FX19 days ago

yeah :D

CGMatter's profile picture
CGMatter17 days ago

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

Miettinen Jesse - Embrace FX's profile picture
Miettinen Jesse - Embrace FX17 days ago

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's profile picture
AFX LAB19 days ago

Nice now add glue constraints !

Robert St.'s profile picture
Robert St.19 days ago

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's profile picture
Fatwa AR19 days ago

damn the performance is so real

Treasure Efe's profile picture
Treasure Efe19 days ago

care to share your node setup?🙏👀

Mix 3D's profile picture
Mix 3D19 days ago

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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