hello everone,
I have been trying to get a good demolition to go into water, but I dont have more ideas to get a good result, I have been changing mass, density, and I would like to calm the water before hit, like a quite lake.
thank you
How I can improve this?
2397 3 0- huacho85
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- ragupasta
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- 349 posts
- Joined: Aug. 2006
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run the simulation until the water has stopped moving, then add a fileDop and save out 1 frame where the water is still. Now go back to OBJ level, and on the autodop node, there is a file browser for an initial state. Open that and navigate to the file you just wrote out.
Go back to frame 1 and run the sim, you will see the water is now still.
Now add your demolition elements to the sim.
Edit: Just to add, I see you scuplted the terrain by hand. You could get the same effect in a couple of seconds, by adding a VopSop to the grid (make sure you have uv's on the grid), and run the s + t coordniates into the ripple vop. Add some turbulent noise to the ripple output, then add that into a dipslace along normal vop.
Now you have the same terrain but being able to change shape via parameters instead of pushing and pulling points by hand.
Here is a file for it, play with the parameters for some interesting effects/animations.
Go back to frame 1 and run the sim, you will see the water is now still.
Now add your demolition elements to the sim.
Edit: Just to add, I see you scuplted the terrain by hand. You could get the same effect in a couple of seconds, by adding a VopSop to the grid (make sure you have uv's on the grid), and run the s + t coordniates into the ripple vop. Add some turbulent noise to the ripple output, then add that into a dipslace along normal vop.
Now you have the same terrain but being able to change shape via parameters instead of pushing and pulling points by hand.
Here is a file for it, play with the parameters for some interesting effects/animations.
- huacho85
- Member
- 25 posts
- Joined: Sept. 2009
- Offline
- huacho85
- Member
- 25 posts
- Joined: Sept. 2009
- Offline
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