i-d
04-05-2007, 04:57 PM
Here is my situation,
after some experiments with Duncan's great examples
specially nClothWater and bag of marbles I found myself
trying to do a special effects shot with lots of, I mean really
lots of marbles falling down and eventually doing what I
want them to do, or pretty near at least.
Blobby particles connected with nCloth is really great
idea,
so when making blobby threshold 0 we get spheres
and here is where my story begins.
I tried several different things for doing this,
particles motion are just little to unrealistic,
using thousands of rigid bodies doesnt sound realistic
for my computer,
but ncloth particles are right for the job, fast,
predictable and with real behaviour self collision and all,
doesnt choke even with massive amount of balls.
Simulation is great fun to do with nCloth,
I used several nCloth "bags" of marbles for more
complex motion and all works fine, but
my problem is shading, I want different coloured
marbles, or better different shaded marbles.
My first solution was of course to use many
different nCloth objects with different shaders,
this worked but somehow particles from same
nCloth object tend to stay close, so even with some
heavy mixing, balls allways looked artificial not the
all randomly beautifully colored shot.
I guess that should be done somehow on particle level,
I would be silly happy to get only two different shaders
on one particle group, that would be something to work on.
after some experiments with Duncan's great examples
specially nClothWater and bag of marbles I found myself
trying to do a special effects shot with lots of, I mean really
lots of marbles falling down and eventually doing what I
want them to do, or pretty near at least.
Blobby particles connected with nCloth is really great
idea,
so when making blobby threshold 0 we get spheres
and here is where my story begins.
I tried several different things for doing this,
particles motion are just little to unrealistic,
using thousands of rigid bodies doesnt sound realistic
for my computer,
but ncloth particles are right for the job, fast,
predictable and with real behaviour self collision and all,
doesnt choke even with massive amount of balls.
Simulation is great fun to do with nCloth,
I used several nCloth "bags" of marbles for more
complex motion and all works fine, but
my problem is shading, I want different coloured
marbles, or better different shaded marbles.
My first solution was of course to use many
different nCloth objects with different shaders,
this worked but somehow particles from same
nCloth object tend to stay close, so even with some
heavy mixing, balls allways looked artificial not the
all randomly beautifully colored shot.
I guess that should be done somehow on particle level,
I would be silly happy to get only two different shaders
on one particle group, that would be something to work on.
