d4rk3lf tests
#1
Here I will upload small tests I am doing with Tyflow. 

First one: 
position transfer 

https://youtu.be/IsJMIy3LFU8
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#2
smoke test: 
https://youtu.be/canTGSzAoOI
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#3
scary, turn it off Big Grin
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#4
Well, I didn't wanted to add sounds, and make it even more scary. :Smile

Anyway. 

Finally, I discovered a way to fracture and sim  geometry the way I wanted: 
https://www.youtube.com/watch?v=T6XPrt2wri0

Can't login on freaking facebook to post. 
"Sorry, something went wrong..."
Anyone encountered this?
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#5
Here's the tutorial on fracture: 
https://www.youtube.com/watch?v=hCcswyqSv28

And here's one more test of breaking: 
https://www.youtube.com/watch?v=7hExsF6CVTE
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#6
(11-07-2019, 09:51 AM)d4rk3lf Wrote: Here's the tutorial on fracture: 
https://www.youtube.com/watch?v=hCcswyqSv28

And here's one more test of breaking: 
https://www.youtube.com/watch?v=7hExsF6CVTE

Hi , super nice result, I was wondering if you
Think it's possible to get the same fracture
Result but from other particles , like a surface test
For particles/bullets and not a mesh/object?
Cheers!
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#7
(11-21-2019, 07:42 AM)rookyspooky Wrote: Hi , super nice result, I was wondering if you
Think it's possible to get the same fracture
Result but from other particles , like a surface test
For particles/bullets and not a mesh/object?
Cheers!

Thanks. 
That should be fairly easy. 
I think you don't need the surface test. 
The PhysX operate between different events. 
So I think this should work: 

1) Wall fractured, and with physX set to kinematic 
Bellow place a PhysX collision set to interact beween particle, then lead that to new event where you set physX as dynamic (with PhysX switch) 

2) Bullet objects. Just PhysX with strong speed aimed to hit the wall. 

If your particles are too fast, you might want to increase substeps for both Tyflow, and PhysX.
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