Ya, I'm still working on BOX3 Data OP and did several tests to seek how many potentials and possibilities in BOX3 ;)
Belong to BOX3's sample scene , that provide a efficient way to do some collision jobs without any physical engine. I try to keep the explanation simply , in this sample the data flow do only 3 things to calculate final results for all particles.
1.Fetch Z component from particle.
2.Calculate particle shape's volume(of cause it's approximately) and use this value to avoid the particle penetrate into Deflector.
3.Reorder the data flow , ensure the Collision OP still work correctly.
Of cause , collision solution like this doesn't very precise as other physical engine does. But still useful and very very fast and cheap cost ;)
I learned the sample and extend it to have a ability to calculate on complex object , yeah!~
For now , I'm trying to achieve it on Houdini's VOPPOP , but I'm a complete newbie against Houdini's VOP :( , if I have any progress on it I will post here.
まだまだBOX3のテストをやってます。どこまで可能なのかを探ってみたい :)
MAYA,MAX,Houdiniでは、Particleの衝突計算は全部Particleの中心から計算されてるせいで、特殊な方法を使わない限り、地面に貫いたりすることがしばしば
BOX3のサンプルシーンでCollisionAsBodyというシーンがあって、Particleを地面に衝突して、Rigid Bodyっぽくなるシーンです。が、このシーンがすごくシンプルなオブジェクトだけ計算可能なので、もっと複雑な形にしたオブジェクトをしたいので、自ら新たに作ってみました。
MAXで成功したけど、HoudiniのVOPPOPにも出来るような気がしますが、今のとこ進展なし…Orz
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