Hi! I'm working on a personal project where I need to make a medieval type Stone Wall.
I used the uv layout method to place the stones, now I'd like to do a simple rbd sim to de-intersect using the found_overlap trick.
I need the sim to not move on Z Position and Y Rotation. Using @P=0; on a Geometry Wrangle helps but it transforms the stones to the center (It needs to respect the pre-sim Z Position).
I haven't been able to reproduce your solution, I'm new to rbd and dops sorry
This is the code I tried for the geometry wrangle (connected to postsolve)
vectorrest = point(0, "rest", 0);
@P[2] = rest[2];
# no idea on how to restrict the y rotation
As I mention on the start, this is part of a medieval wall. My objective with the rbd part is to give more variety to the uv-layout result and get something like this texture [quixel.com].
This is my progress so far, but a lot of stones still intersect. The stones are all packed primitives.
If you can provide an example it would be very helpful