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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 просмотров • 19 дней назад •via X (Twitter)

Комментарии: 9

Фото профиля UnicornHunterCG🔶
UnicornHunterCG🔶19 дней назад

So are these basically like super rigid cloth sims ?

Фото профиля Miettinen Jesse - Embrace FX
Miettinen Jesse - Embrace FX19 дней назад

yeah :D

Фото профиля CGMatter
CGMatter17 дней назад

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

Фото профиля Miettinen Jesse - Embrace FX
Miettinen Jesse - Embrace FX17 дней назад

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😄

Фото профиля AFX LAB
AFX LAB19 дней назад

Nice now add glue constraints !

Фото профиля Robert St.
Robert St.19 дней назад

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?

Фото профиля Fatwa AR
Fatwa AR19 дней назад

damn the performance is so real

Фото профиля Treasure Efe
Treasure Efe19 дней назад

care to share your node setup?🙏👀

Фото профиля Mix 3D
Mix 3D18 дней назад

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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