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Test geometry provides some built in geometry to prototype and experiment with. Not only does it provide a more interesting starting point than a torus, but it is also more representative of the sort of geometry your effect will have to deal with: multiple components, holes, and not perfect geometry.
The good news? There are no giant squids capable of sinking ships.
The bad news? The colossal squab, a fearsome creature half-squid and half-crab, can easily snap an ocean liner in two with one of its claws.
Position of the center.
Rotation of the geometry about its center.
Increasing the difficulty adds more problematic issues to the incoming model and brings it closer to the sort of models your tool will likely have to deal with.
Clean mesh with well-sized polygons.
Single watertight mesh with texture maps.
Open meshes with multiple components.
The following examples include this node.
This is a setup for guided wrinkling using the hybrid object. The first sim creates a detailed mesh consisting of both tets and triangles that doesn’t have any wrinkles yet. The second sim is targeted to the animation creates by the first sim and this adds in the wrinkles.
This example demonstrates attracting grain simulations to points on the surface of a model.
This example demonstrates how to measure distance on a model using Falloff, then create a custom deformer using that distance attribute to drive the amount the model is deformed.