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[Step-By-Step] RBD & Fluid Rocks

🕑 Added 2023-02-09 09:43:35 +0000 UTC
[Step-By-Step] RBD & Fluid Rocks

Comments

how add velocity for motion blur ?

How do we export alembic for C4D from this setup

There is no keep by random chance feature in the groud node. Is there another way?

You're right Nick, there's no reason to delete points... with a static object, would it be worth it or would I have to use another type of node? since it is an animated collider,.. thank you !!!

Nick Medukha

Hey Antonio! Just saw the message! Don't have the exact solution at the moment, but wondering why you wanna delete them continuously? Wouldn't it lok better if you don't delete any points, since your object is under them and don't intersect and push trough them? In this case you need to animate the collider and leave the points without deleting them. Might be a nice, sort of, splash :)

Ok, now I know what happens when you animate the object. The mask is removing points as it moves and this causes the @scale of the Wrangle nodes to be recalculated. How to solve this? we will continue to investigate. Any help will be welcome. Thanks in advance.

Hi Nick, great tutorial. I have a small problem. When I animate the object and it comes out from under the rocks, the rocks fluctuate in size until the object (in my case a mobile), goes through the rocks. What do you think this is due to? Thanks in advance.

Lukasz Pason

I really enjoyed this one. Thanks, Nick!

Thanks for the tips! I have indeed started with a smaller rock scale and it seems to run better although it doesn't solve the intersection problem. I've been trying different things and it seems that turning down collision padding to 0.001 and unchecking Shrink Collision Geometry brings the collisions back. I did remesh the rocks too, going down from 300 pts to ~50 points each. I don't know if that's a significant difference for the software though. Anyway, this is looking better. Thanks for the reply!

Nick Medukha

Thanks man! Oh, you re probably right, we keep the same point input for both fluid and copytopoints, so, yeah, can just use ptnum :) I found that you still need a good, at least, remeshed topology for the rocks, and also i@found_overlap before the sim might help. Be sure to start with rocks being super small :)

Super exciting tutorial, this was great! I was wondering why we need that first wrangle node to create @ptid instead of directly using the @ptnum attribute for our purposes? And my sim still has quite some intersections so I must have missed a step somewhere. But the entire tut was great, very excited to get to learn this stuff :)

Mantas Kava

Ah, okay, so it's just to add another layer of randomization. Thank You once again! Greetings from Lithuania, fellow Braliukas :)

Nick Medukha

Thank you! And yep, plugging the result of our noiseoffset, which is luminosity of the colors of the rocks, into time is just another way to make noise look different on each of our rocks. I wasn't sure that if I apply noise without modifing the offset and time will give me enough diversity on them, so just to be safe used both offset (vector value (out color)) and time (scalar value 0-1). Heres how you can use time input to make animated noise too! https://help.maxon.net/c4d/en-us/Default.htm#_REDSHIFT_/html/Noise+Texture.html#NoiseTexture-Time

Nick Medukha

Always welcome man!

Mantas Kava

Amazing. Could you elaborate more on the time at 49:40 where you set Source Time to "User" and then plugged "Out Scalar" to "Time". What's exactly happening there and why? Thanks!

Jonathan Lavanant

Thanks, very usefull !

This is awesome Nick, cheers!


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