@glacierise Hey! RF does this amazingly well actually, if the body's intersect it kicks it out of the simulation. But it still moves the body really slowly with enough force. U can deffinitly hit up a few hundred body's atleast, thousands is doable though. And for the record I check up your website every 1-2days for updates =D Amazing work man. Still learning a lot from you. Grtz o/
@Seeeerdar Thanks! There will be new stuff soon. Sad to hear about the penetrations getting thrown away, it happens much too much with the models you usually get. TP's solver is great in this aspect, interpenetrations actually make it look better instead of worse :D And not handling thousands of obj easily is no good news for heavy shots, but i guess you can run multi passes for the smaller stuff and so on. Gotta try it up :) Nice RnD on your side!
@glacierise@glacierise I've seen a few videos on vimeo and around on youtube with 5000RBD"s collapsing. But they didn't have a Hybrido container or a emitter at all in the sim. So its not of a big deal cpu wise, but once you introduce Hybrido along with 5000RBD's with a few million particles in the container. Well then we all could stare at the screen for a long long time =P. I got some better TP work on my vimeo: vimeo dot com/serdaryerdelen Haha now you made me curious, can't wait!
@Seeeerdar And are there tools to structuralize the thing? Joints and all? Last time I looked at RF, there were joints, but not procedural, meaning it would take half my life to set up a complex rig :)
@glacierise At the moment i don't know if there is a specific function to do so. But the Joints and MultiJoints are pretty good. Ill hit up a new test using Joints and a new bridge with Fragmented pieces. Since i only used boxes to simplify it a bit. Now i think of it, I think the default weld distance when u fragment is too narrow for Realflow but Joints could possibly fix this. It's collision solver is very accurate. But in general it takes some time to set it all up, can't escape that =P.
@glacierise Realflow automaticly detects objects that are within a certain controllable distance and then adds Joints. You can also create MultiJoints wich lets you Joint up a Group(containing more Jointed objects). So i'll just MultiJoint the Pillar Debrie under the bridge. And when the Pillar gets in contact with the Fluid Sim itt'l break the joint if theres enough force ( or just pause the sim and i break the joint myself and then re-sim from that point)
made in china bridge
MrSuspective 2 months ago 2
Tutorial pleasssee!
sorrefly 4 months ago
interesting :) how did RF deal with the RBD intersections? Can it handle more fragments? Not everything, but a couple thousand would be cool :)
glacierise 1 year ago
@glacierise Hey! RF does this amazingly well actually, if the body's intersect it kicks it out of the simulation. But it still moves the body really slowly with enough force. U can deffinitly hit up a few hundred body's atleast, thousands is doable though. And for the record I check up your website every 1-2days for updates =D Amazing work man. Still learning a lot from you. Grtz o/
Seeeerdar 1 year ago
@Seeeerdar Thanks! There will be new stuff soon. Sad to hear about the penetrations getting thrown away, it happens much too much with the models you usually get. TP's solver is great in this aspect, interpenetrations actually make it look better instead of worse :D And not handling thousands of obj easily is no good news for heavy shots, but i guess you can run multi passes for the smaller stuff and so on. Gotta try it up :) Nice RnD on your side!
glacierise 1 year ago
@glacierise @glacierise I've seen a few videos on vimeo and around on youtube with 5000RBD"s collapsing. But they didn't have a Hybrido container or a emitter at all in the sim. So its not of a big deal cpu wise, but once you introduce Hybrido along with 5000RBD's with a few million particles in the container. Well then we all could stare at the screen for a long long time =P. I got some better TP work on my vimeo: vimeo dot com/serdaryerdelen Haha now you made me curious, can't wait!
Seeeerdar 1 year ago
@Seeeerdar And are there tools to structuralize the thing? Joints and all? Last time I looked at RF, there were joints, but not procedural, meaning it would take half my life to set up a complex rig :)
glacierise 1 year ago
@glacierise At the moment i don't know if there is a specific function to do so. But the Joints and MultiJoints are pretty good. Ill hit up a new test using Joints and a new bridge with Fragmented pieces. Since i only used boxes to simplify it a bit. Now i think of it, I think the default weld distance when u fragment is too narrow for Realflow but Joints could possibly fix this. It's collision solver is very accurate. But in general it takes some time to set it all up, can't escape that =P.
Seeeerdar 1 year ago
@Seeeerdar How are you gonna set up joints between a thousand objects? Maybe with a script. And are they breakable?
glacierise 1 year ago
@glacierise Realflow automaticly detects objects that are within a certain controllable distance and then adds Joints. You can also create MultiJoints wich lets you Joint up a Group(containing more Jointed objects). So i'll just MultiJoint the Pillar Debrie under the bridge. And when the Pillar gets in contact with the Fluid Sim itt'l break the joint if theres enough force ( or just pause the sim and i break the joint myself and then re-sim from that point)
Seeeerdar 1 year ago
@Seeeerdar Ok now that sounds good :) Bang it up!
glacierise 1 year ago
how did you broke the bridge?
RafaelLeandro3D 1 year ago
@RafaelLeandro3D I turned the necessary bridge parts into dynamic rigid body's in Realflow.
Seeeerdar 1 year ago
aweesomeee mateee!!!
DaEllusionist 1 year ago