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elastic/rigid deformer shells
Posted: Sat Sep 09, 2017 6:15 pm
by Eric Nixon 20170909171134
single wall elastic.png
A nice hose / or water balloon effect can be achieved with the elastic deformer and open geometry (thin surfaces), notice how the elastic has a skin made up of only one patricle thick (can be two particles sometimes).
but sometimes It gives a very thick wall of particles six or seven deep. How can I prevent that? It seems random.
Re: elastic/rigid deformer shells
Posted: Tue Sep 12, 2017 7:29 am
by Thomas Schlick
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).
Re: elastic/rigid deformer shells
Posted: Wed Sep 13, 2017 1:10 am
by Eric Nixon 20170913000530
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?
Re: elastic/rigid deformer shells
Posted: Wed Sep 13, 2017 12:15 pm
by Thomas Schlick
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".
Re: elastic/rigid deformer shells
Posted: Wed Sep 13, 2017 7:11 pm
by Eric Nixon 20170913180853
Thanks, thats really cool. I suppose it works on all fluids? I'll try.