I just saw the improvements to the new 3ds max Push modifier. Doesn't look bad, but it still seems to lack a proper self-intersection prevention.
Maybe that's something that could be integrated into the tyPush modifier (as an option)? Might get slow, though, and it's not very important, just an idea.
Something similar to the attached file (scrub the timeline), just more convenient.
Preventing self-intersections is considerably more difficult and computationally expensive than preventing intersections with another collider. Could be interesting to add, but it would be pretty low on the priority list.
Just in case you ever get around to this: It might be better to have this as a separate modifier just pushing the surface out or in to a given distance for any surface point "seeing" another surface point along its normal. I guesss this should not be iterative (only use the original positions for each frame) depending on the resulting effect.
I tried to do achieve something similar with tyConform and a copy of the object, but couldn't get it to work.
08-07-2025, 06:08 AM (This post was last modified: 08-07-2025, 06:14 AM by Findus.)
Best "self"intersection prevention I can come up with at the moment. Max 20
Having this in condensed form in tyConform with some of the quirks remedied might already go a long way without being too much work (hopefully).