Posted: Mar 15, 2007
Category: nCloth
It occured to me that one could use the cloth selfCollideWidthScale with my water example so that one does not need to fatten the width of objects to compensate for the blobbyScale. I've modified the expression in this scenefile to set the water cloth thickness larger based on the blobbyScale and threshold, while the selfCollideWidth is set such that self collisions are the same width as before. Thus when colliding with objects a larger width is used than for self collisions. One can use this file as in the previous tutorial, but the step to increase the thickness of the glass can now be skipped.
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| Posted by Duncan Brinsmead on Apr 12, 2007 at 04:51 PM
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| Perhaps you rendered with the maya renderer... this used mental ray, although the sky color should be the same in both, so it is hard to say what your problem is.
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| Posted by coppa on Apr 11, 2007 at 05:21 PM
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Thanks for all your work Duncan
Just a quick question - tried to render your scene without changing any settings and i don
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| Posted by varomix on Mar 16, 2007 at 06:48 PM
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oh my god this is very impressing Duncan, I can already see that NUCLEUS has a lot of power and is a great new feature in maya, I love the way this is going, water in maya, is even faster then all the flow solutions I've seen.
great work u guys, and some of us where afraid of maya disappearing how silly
thenx
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| Posted by Duncan Brinsmead on Mar 16, 2007 at 12:29 PM
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1. At the resolution for the water in cup example the simulation is fully interactive. For the water playground it is about a second a frame to simulate, but it has several nCloth objects besides the water.
2. One can get greater realism by increasing the resolution( particle count ) and using the selfCollisionSoftness(which I didn't use in those examples).
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| Posted by Diabolos on Mar 15, 2007 at 12:50 PM
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as mentionioned on CGSociety - thank you again. this helps me out in my current project. i am so glad you guys are so proactive and provide these examples.
Marcus
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