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๐Ÿงต Untitled Thread

Anonymous No. 990845

https://www.youtube.com/watch?v=qDM6bCt1Gic&t=43s

are you thinking what im thinking, /3/?

Anonymous No. 990849

>>990845
you bet

Anonymous No. 990850

>tfw when you will never work in keenan's lab and produce cutting edge geometry papers
why live

Anonymous No. 990875

Yeah I'm thinking another great thing that won't find its way into currently available software

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Anonymous No. 990879

Based

Anonymous No. 990886

It's too hot these days to do physics but I was able to make a little proof of concept for a future project here:
https://www.youtube.com/watch?v=ygWRAB8clOM
Suppose you have a model, a skeleton and a weight paint, then you can make a ragdoll, which is nothing special but now suppose you want to incorporate a soft body simulation and have perfect collisions too. I'll let you speculate over the reasoning behind those additional requirements.
Turns out it's relatively easy to share forces data between the simulators by re-using the same weight paint in a different way.
I'm sure I'm not the first one to have thought of this, it's just that I had never actually implemented and tested that idea myself.
There are no proxy meshes, no tetrahedrons, no approximate collision shapes involved anywhere. What you see is what collides and hopefully, I'll have more to share later this year.

Anonymous No. 990907

>>990886
sounds interesting anon. though i guess the performance wont be as good as proxy meshes for realtime sim

Anonymous No. 990909

>>990879
>based geometry processing research making meme out of biblical context

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Anonymous No. 991832

>>990845
>ball got destroyed by hole
it should be the other way round

Anonymous No. 991833

>>991832
here's the official tutorial by based 3ds max

https://help.autodesk.com/view/3DSMAX/2024/ENU/?guid=GUID-6363D672-8E5A-426D-8604-1F6C297092B1

Anonymous No. 991842

>>991832
It should be a combination of the two effects.

Anonymous No. 991847

>>991842
>she got a soft ball
my condolences...

Anonymous No. 991891

>>991842
thats is actually a valid, PHD research level solution waiting to be published. in academia they call it simulation coupling.

Anonymous No. 991902

>>991891
Really? So how come people (including myself) have been doing it even with just the Cloth simulator in Blender for at least 10 years now, Cris?

Anonymous No. 991910

>>991902
they're independent sims staked together
that's different

Anonymous No. 991913

>>991902
tell me how can you supposely simulate cloth affecting other cloth while the other cloth does the same, in a single sim pass, AND supposely in Blender out of all apps.

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Anonymous No. 991921

>>991910
No.
>>991913
It's one of the few things that actually just works in Blender. If it doesn't work for you, it may be because you're lacking the correct workflow.

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Anonymous No. 991957

Maybe this shows it a little better. Not that it's easy to make it to do exactly what you want, especially because Blender is extra full of bugs and the default values you get in the simulators make no sense. The documentation is also very bad and sometimes misleading but I can show you these kinds of multiple interactions behaviors as far back as Blendeer 2.3x was was early 2000.

>>991891
It's not called "simulation coupling" in academia, Saar. It's a 20 years old gimmick.

Anonymous No. 991971

>>990879
where is your god now

Anonymous No. 991972

>>991921
What are the best blender jiggle physics tutorials? Iโ€™m tired of no content in my niche fetishes and want to make my own porn.

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Anonymous No. 991973

>>991972
You've got to do a little bit of this and make it work together with the Armature system.
The biggest obstacle you're going to encounter is the almost infinite number of decades old bugs which are currently in Blender, some of which you're going to have to fix yourself and the fact that mainstream will not accept those fixes. Because if Pablo didn't write it, Pablo doesn't want it. Because it's all about the people, you see.

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Anonymous No. 991984

Anonymous No. 992342

>>990879
Commissioned by a rich man