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Have a copy of the solid object on another render layer and at the moment of impact swap its visibility for the shattering one? I don't know Max but that's how I would do something like that in blender.
Chance fucked around with this message at 22:50 on Feb 10, 2014 |
# ¿ Feb 10, 2014 12:50 |
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# ¿ May 14, 2024 15:05 |
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Wow just looked at that again after last night, silly mistake. Blender is a weird beast, kind of a pain to learn coming from other stuff, but on the flipside has a lot of free learning material out there. I don't know if I would necessarily choose it over another but it can be neat.
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# ¿ Feb 10, 2014 22:52 |
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Warbird posted:Does anyone have a resource for best practices for doing physics shenanigans in blender? I'm trying to replicate a gif I saw on reddit some time back of a pit of colored balls being stirred and naturally the ten thousand or so spheres I'm accounting for is a touch taxing on my system. Is there a smarter way to be doing this than having umpteen gajillion rigid-bodies going to town? My gut is saying that a particle system or potentially some fluid simulation might be a better way to go. You are probably looking for this: https://blender-addons.org/molecular-script-addon/ I haven't played with it since it was ported to 2.8, but it previously was pretty easy to setup rigid body particle systems that self collide using it. That page has a link but this compilation video better shows what the addon can do (example ball stirring around 11 min mark): https://www.youtube.com/watch?v=d-8bLbL3sXQ Chance fucked around with this message at 10:53 on Dec 31, 2019 |
# ¿ Dec 31, 2019 10:20 |
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For hard surface blender stuff check master xeon he went on to make the hardops plugin and had a lot of sculpt tutorials before.
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# ¿ Mar 6, 2024 10:16 |