Video yükleniyor...

Video Yüklenemedi

Ana Sayfaya Dön

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 görüntüleme • 19 gün önce •via X (Twitter)

9 Yorum

UnicornHunterCG🔶 profil fotoğrafı
UnicornHunterCG🔶19 gün önce

So are these basically like super rigid cloth sims ?

Miettinen Jesse - Embrace FX profil fotoğrafı
Miettinen Jesse - Embrace FX19 gün önce

yeah :D

CGMatter profil fotoğrafı
CGMatter17 gün önce

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

Miettinen Jesse - Embrace FX profil fotoğrafı
Miettinen Jesse - Embrace FX17 gün önce

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 profil fotoğrafı
AFX LAB19 gün önce

Nice now add glue constraints !

Robert St. profil fotoğrafı
Robert St.19 gün önce

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 profil fotoğrafı
Fatwa AR19 gün önce

damn the performance is so real

Treasure Efe profil fotoğrafı
Treasure Efe19 gün önce

care to share your node setup?🙏👀

Mix 3D profil fotoğrafı
Mix 3D18 gün önce

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

Benzer Videolar