View Full Version : Terrain deformation with box#2?

01 January 2011, 02:02 PM
Hi. I`m totally newbie in PFlow box#2, hope You can help me.
I`m working on tank animation, tank is rigged and working fine, now I need it to deform ground.
Is it possible, to create terrain with box#2 and then deform it by driving vehicle (as collision object)? After reading this tutorial: I`ve created plane with noise as a terrain, glued it to colision object, but after runing simulation, particles are shaking, and I want them to be still:
What am I doing wrong?

Or maybe there is better way to for terrain deformation (but I don`t want tu use bumpmapping)?

01 January 2011, 07:05 PM
You don't need that. Just spawn particles on the lower edge of the thread, by travel, give them a cube shape and then mesher them. You can use the mesher as a volumeselect mesh on the ground object and apply push on top.

01 January 2011, 04:01 PM
I`m not sure how should I do it. Can You show it on pictures?

01 January 2011, 08:20 PM
Even simpler, drop the mesher and use the volume select modifier straight up with the spawned particles.
Got a little write up on the subject here

01 January 2011, 11:49 PM
Thanks for this metod, but the result is not as good as I want to:
It is too noisy, I nead more regular shapes :/

01 January 2011, 11:34 AM
You usually put relax on top of it, it smooths it out.

01 January 2011, 04:08 PM
I have used relax, but it doesn`t help very much. The best results is, when I set particles to be spawned on "vertices all" -it makes really sharp marks but the problem is, that in this option particles are spawned only on 6 of 99 tracks, I don`t know why.

02 February 2011, 05:28 PM
post ur max file maybe for max2010? files and images say more then 1000 words :)

03 March 2011, 12:25 PM
Sorry for delay, here it is:
Particles are spawned on additional geometry linked to reactor`s tracks.
Reactor`s and high-poly tracks are on others layers.
Just go to frame 300 and watch what is happening.

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03 March 2011, 12:25 PM
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