I am going to model the car in the attached photo and make an animation where it rises up from the surface beneath it. First, only the flat surface is visible, then the car starts to emerge from the surface, until it reaches the height in the photo. Modelling the car and animating it’s movement is not a problem - the tricky part is to have the car connected to the surface throughout the animation, with those little chamfers between the car and the ground.
I’m using 3ds Max 2019 and render with Corona.
Does anyone have suggestions on how to solve this?
It will probably look crap, but a subdivided plane (quads, not garment maker) with a cloth modifer that is then turbosmoothed?
Gravity will do the “attaching” as the car rises out of the cloth’s flat collision-plane. On the cloth select all the vertices where the car isn’t and create a group to attach the vertices to the collision plane.
Problem will be getting the model to connect with the surface as it rises. It depends on how much detail you require - in that if you want a small edge chamfer it could be faked with a material and an edge bump / round edge.
Or you go full on particle / fluid madness and cover the car and surface in particles and mesh the lot together as it rises.
Cool idea! I will check this out. Maybe I need to combine a standard and a spherical gravity then, to draw the cloth inwards on the side of the car, for example on the wheels.
Yes, Corona has the Round Edges map. I will try this out and see what result I get. Perhaps it will look good on the side of the car facing the camera, but not as good on those perpendicular to the camera.
Interesting solution! Could you explain in some more detail how this could be done?
I did try a similar setup, but got some nasty shading problems in the mesh while the car moved upwards and the proboolean had to update the mesh. But I will try to replicate your modifier stack and see if it will work better. Thanks for the tip!
Hi again! Now I have looked at your scene and it is a really nice solution. The only problem is that the chamfer varies (as seen in the attached clip) whenever an edge on the torus is close to the ground. But perhaps this is not as visible at a higher frame rate. I will try it out some more when the car model is done. Thanks again for the help! emerge.avi (7.2 MB)