04-05-2019, 08:24 AM
ive been playing with the clustering and getting some nice chunks of grains going on... however, even with stiffness set to 1, the chunks are still kinda floppy and springy..
how would i get more rigid chunks, or plastic deformation? it seems possible as you demonstrated it brilliantly in your car crash demo.
im guessing i have to use the physx operators for more complex stuff like that?
i was also hoping to get an effect i had in houdini a while back, which was rigid chunks surrounded by loose particles. in that case i used a procedural texture to split the particles into two groups with different attributes,
or, possibly, i used an inside/outside geometry test on the particles to achieve the same thing, and drove it with some chunks of geometry.. id be interested to know if either of those things are possible..
edit: guess i can use "surface test" to split particles which are inside geometry.
-if textures only could be used, then vraydistancetex, could provide the geometry masking quite simply.
how would i get more rigid chunks, or plastic deformation? it seems possible as you demonstrated it brilliantly in your car crash demo.
im guessing i have to use the physx operators for more complex stuff like that?
i was also hoping to get an effect i had in houdini a while back, which was rigid chunks surrounded by loose particles. in that case i used a procedural texture to split the particles into two groups with different attributes,
or, possibly, i used an inside/outside geometry test on the particles to achieve the same thing, and drove it with some chunks of geometry.. id be interested to know if either of those things are possible..
edit: guess i can use "surface test" to split particles which are inside geometry.
-if textures only could be used, then vraydistancetex, could provide the geometry masking quite simply.