elastic/rigid deformer shells
-
- Posts: 1
- Joined: Sat Sep 09, 2017 6:11 pm
elastic/rigid deformer shells
but sometimes It gives a very thick wall of particles six or seven deep. How can I prevent that? It seems random.
You do not have the required permissions to view the files attached to this post.
-
- Posts: 178
- Joined: Tue Aug 29, 2017 12:35 pm
Re: elastic/rigid deformer shells
You can change the thickness of this particle layer by adding a "Volume" tag to the "Cube.2" node. Then you set "Collision Geometry Detail" to "High". If it's still too thick, change "Cell Size" manually to a smaller value. You might have to reset to see the effect (go to the last frame and the back to frame 0 with C4D's timeline control buttons).
-
- Posts: 2
- Joined: Wed Sep 13, 2017 1:05 am
Re: elastic/rigid deformer shells
Your talking about colliders, (the cube.2 is the floor collider in this scene) I want to understand the the way the particles voxel grid is calculated for fluids, in this case the elastic deformer.
It seems related to the scale of the object vs the density of the fluid but also depends on the proportions of the object?
It seems related to the scale of the object vs the density of the fluid but also depends on the proportions of the object?
-
- Posts: 178
- Joined: Tue Aug 29, 2017 12:35 pm
Re: elastic/rigid deformer shells
I see. I thought you're talking about the "Cube.2" node here, but it's about "sweep". You can add a volume tag to the "sweep" object and adjust the collision geometry's resolution. If you want to turn a plane into an elastic body with just a single layer of particles, for example, just decrease the volume tag's "Cell size".
-
- Posts: 1
- Joined: Wed Sep 13, 2017 7:08 pm
Re: elastic/rigid deformer shells
Thanks, thats really cool. I suppose it works on all fluids? I'll try.