hemigon

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hemigon

hemigon

@hemigon

I make procedural content. Follow me @hemigon on all socials! https://t.co/gy1vm88xaH https://t.co/cGliG4gJs5 https://t.co/jgveFMjZNH

Katılım Mayıs 2021
21 Takip Edilen2.9K Takipçiler
hemigon
hemigon@hemigon·
@ashlee3dee This one took around 7-8 minutes to grill (~1fps for 450 frames)
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Brady Johnston
Brady Johnston@bradyajohnston·
@hemigon @Pavel_Oliva Ooh thank you for the reference! Definitely going to dive into it. I’ve had a crack a couple of times for rigid bodies and failed each time but this seems like the ticket!
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hemigon
hemigon@hemigon·
@ChatahMan I don't think anyone has a tutorial for these kinds of rigid bodies yet, but @seanterelle has good tutorials for cloth and other PBD simulations.
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Ponlets
Ponlets@ChatahMan·
@hemigon is there a tutorial on how to do this?
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hemigon
hemigon@hemigon·
@Pavel_Oliva Thank you! Yes the points are used for simulation, meshes are just visual. It's based on the paper "Unified Particle Physics for Real-Time Applications" by Macklin et al.
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Pavel Oliva 🔶
Pavel Oliva 🔶@Pavel_Oliva·
@hemigon It's really impressive 🔥 Btw do you use those shapes represented by point clouds in the actual simulation to calculate physics or is it "just" a fancy visual representation? ❤️
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hemigon
hemigon@hemigon·
@Bbbn192 It's a bit tricky to do right now, but hopefully it gets easier and faster with more nodes!
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hemigon
hemigon@hemigon·
@jiggymoon Thanks, look out for even more PBD soon!
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Jiggymoon
Jiggymoon@jiggymoon·
@hemigon Great stuff. Loving all this PBD slickery.
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hemigon
hemigon@hemigon·
@Sehreiz Thanks! This one simulates at ~3fps, for 500 frames, which means around 3 minutes total.
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hemigon
hemigon@hemigon·
Cloth tearing simulation made with Blender 3.6's new simulation nodes #b3d #geometrynodes
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hemigon retweetledi
Jacques Lucke
Jacques Lucke@JacquesLucke·
We just added initial support for simulations in #GeometryNodes. Please test it extensively until the Blender 3.6 release. #b3d #devfund
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hemigon
hemigon@hemigon·
@3DSinghVFX Thanks! This sim uses a grid underneath (Eulerian), rather than SPH. The particles are simply advected by the grid velocity.
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hemigon
hemigon@hemigon·
@Bbbn192 The particles don't actually influence the fluid simulation or each other. Velocity and pressure are simulated on a grid - the particles just sample this velocity after the fact.
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Cartesian Caramel
Cartesian Caramel@Cartesian_C·
@hemigon I'm very interested in how you got the particle to particle influence to work
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