Softbody issue
#1
Photo 
Hi,

I'm pretty new to TyFlow so bare with me.

I've been trying to follow this softbody tutorial on YT. https://youtu.be/YUvggZvwy7s?si=j_y3GKkb-TxDNPll

But I'm having problems with the PhysX Shape or PhysX Bind or both.

When my object hit's the ground the faces/verticies seem to distort/explode as you can see from the screen shot.

[Image: MpKpw84]

this is the geometry being used

[Image: r6sxxjH]



I'm using Tyflow Pro with an RTX 2070 graphics card and 128gb ram


Attached Files Thumbnail(s)
       
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#2
This problem was sorted by increasing the shape scale.

But intersecting particles/cans is an issue i can't seem to solve. Does anyone get many replies to problems on this forum?
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#3
(05-17-2024, 08:34 AM)Lown_c Wrote: This problem was sorted by increasing the shape scale.

But intersecting particles/cans is an issue i can't seem to solve.  Does anyone get many replies to problems on this forum?

Really struggling with overlapping particles/cans?

I really could do with some advise @admin

this is the animation so far

https://youtu.be/uZttuMn6Ob8?si=Jdt6QFLXoc_mbaDr

I tried adding a Fuse operator because i thought that maybe the issue is happening as they are birthed?

So i tried particle age for a few frames but it seems to delete too many particles.
I want to be able to fill up the box/room with cans,  any ideas on what i maybe doing wrong?
I am a complete noob at this so maybe missing something obvious?


Attached Files Thumbnail(s)
   
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#4
The Fuse operator will allow you to birth new particles that don't overlap existing particles. It won't move particles out of the way if they intersect...it will just cull the ones that intersect leaving you with intersection-free particles only. Of course, you'll need to adjust the radius values to get it to work properly with your setup.

If you just want to move particles out of the way if they're intersecting (not cull them), you can use the Particle Physics operator.

See attached for the latter method.


Attached Files
.max   dentedCans.max (Size: 716 KB / Downloads: 95)
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#5
(05-20-2024, 07:59 PM)tyFlow Wrote: The Fuse operator will allow you to birth new particles that don't overlap existing particles. It won't move particles out of the way if they intersect...it will just cull the ones that intersect leaving you with intersection-free particles only. Of course, you'll need to adjust the radius values to get it to work properly with your setup.

If you just want to move particles out of the way if they're intersecting (not cull them), you can use the Particle Physics operator.

See attached for the latter method.

Thank you for replying.

The particle physics operator is working! cheers!

Is the Voroni fracture and skin method a way of "cheating" the softbody effect?

Do i need to abandon using Cloth bind to get this to work?
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#6
Depends on your needs....I used PhysX in my example in order to simulate rigid denting of the cans. If you want the cans to behave more like gelatinous blobs, then tets might be better.
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#7
Your dented cans file has helped a lot, thank you.  Once i understood the binding process and particle skins combined with using actor bindings in physixbind operator, i've finally got something closer to what i wanted.

Thank you
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#8
(05-21-2024, 01:25 PM)tyFlow Wrote: If you want the cans to behave more like gelatinous blobs, then tets might be better.

Sounds like some of my clients description: 
"Bobby, I want falling aluminum cans, but to behave like gelatin, and to have motion of the leaves on the wind. Here is the reference of walking elephants, so you better understand how heavy I want cans to feel.
Don't forget, it's of utter importance to be 100% realistic". 

Wink
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#9
(05-22-2024, 12:58 PM)d4rk3lf Wrote:
(05-21-2024, 01:25 PM)tyFlow Wrote: If you want the cans to behave more like gelatinous blobs, then tets might be better.

Sounds like some of my clients description: 
"Bobby, I want falling aluminum cans, but to behave like gelatin, and to have motion of the leaves on the wind. Here is the reference of walking elephants, so you better understand how heavy I want cans to feel.
Don't forget, it's of utter importance to be 100% realistic". 

Wink

Big Grin
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