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HowardM
01-14-2011, 01:13 AM
http://vimeo.com/18768288

sims rather decent, only a few seconds a frame...
using only nconstraints, no collision or self collisions, check out the few other tests in my vimeo page.

toho
01-14-2011, 10:10 AM
Sorry for a off topic.
HowardM (http://forums.cgsociety.org/member.php?u=3514) do you know is it possible to have double sided / single sided collisions with nRigids based on normals?

ranxx
01-14-2011, 03:41 PM
very nice ! Could you speak a little more about how you set it up ?


thanks

-ranxx

http://vimeo.com/18768288

sims rather decent, only a few seconds a frame...
using only nconstraints, no collision or self collisions, check out the few other tests in my vimeo page.

HowardM
01-14-2011, 04:01 PM
really simple, make nparticles, turn off collide and self, make a component to component nconstraint set to spring / max distance of 1, and play with the other settings... ;)

toho - not really sure what youre asking...

toho
01-14-2011, 04:24 PM
for example:
I have polygon cube nRigit with normal outside.
I would like to have no collisions when particels go into cube
And collide when they try leave cube. Something like double sided surface for rending.

HowardM
01-14-2011, 04:46 PM
not sure, probably could do some scripting that once it passes through one object another becomes a collider...

why not make a new post and ask everyone?

ranxx
01-14-2011, 05:21 PM
why turn off collide ? Just curious.

-ranxx

really simple, make nparticles, turn off collide and self, make a component to component nconstraint set to spring / max distance of 1, and play with the other settings... ;)

toho - not really sure what youre asking...

HowardM
01-14-2011, 05:25 PM
to speed things up ;)

actually, in my example i did leave collide on for the cube...
but self collision is not needed as the constraints are what keep them from colliding, yet stick together... its a nice hack that may work for some things but not all...

i tried a test where a collision object flattened or chopped the particles and alas, the constraints pop them back into place... will look into scripting or perhaps SOuP to maybe change the constraints but first look seems like its impossible the way they work in maya...

also, same issue, the constraints length is not controlled by the particle size... so at moment you cant do random scale to the particles... but there may be a way to fix that.. will look into it.

hope Duncan and crew make nucleus and its parts more robust so we can control more...

HowardM
01-15-2011, 02:17 AM
Gloop Meshed... perfect for paint, chocolate, taffy, gloop? ;)
http://vimeo.com/18805421

toho
01-15-2011, 03:01 AM
Oops sorry

HowardM
01-15-2011, 03:09 PM
Heh, toho, he was talking to me.

Please, start a new thread and someone will help you...

ranxx
01-16-2011, 12:10 AM
very nice Howard .. you know this same kind of sim is not really Realflow's strongpoint, so in this instance I might prefer your method to Realflow (which I usually use for these types of sims). I don't care for Maya's meshing however. I would export those particles to realflow and mesh there.

-ranxx

Gloop Meshed... perfect for paint, chocolate, taffy, gloop? ;)
http://vimeo.com/18805421

HowardM
01-16-2011, 01:32 AM
havent played much with Realflow in a few years, but will check it out (co workers suggested houdinis mesher) as im not too happy with the popping in Maya's....

cheers!

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