I'm trying to create a pile of sand or earth but it's hard to get anything convincing. So far I have tried:
-Copy SOP and metaballs (fast and easy but looks a bit meeh)
-Particle fluids similar to the dough in the fluid tutorials (very hard to tweak and very slow)
I noticed there are sand solver DOPs and sand objects but the helpfiles have no examples so I have very little idea on how to set it up. Does anybody know how to link these nodes together?
Any ideas would be greatly welcomed.
Ideas for creating a pile of earth
3772 4 0-
- Soothsayer
- Member
- 875 posts
- Joined: Oct. 2008
- Offline
-
- fxrod
- Member
- 133 posts
- Joined: July 2005
- Offline
Are you trying to create a model of a pile of earth? Or, are you going to simulate it somehow?
If you're trying to model something, you might want to start with a simple model (some kind of distorted grid) and add some texture maps or procedural shaders with displacement or bump as a base. Then, you could scatter points on that geometry and copy stamp rocks, pebbles, debris, etc on that surface. This will keep your geometry light and controllable.
I've never used the sand solver, so I'm sorry I can't offer any suggestions there.
If you're trying to model something, you might want to start with a simple model (some kind of distorted grid) and add some texture maps or procedural shaders with displacement or bump as a base. Then, you could scatter points on that geometry and copy stamp rocks, pebbles, debris, etc on that surface. This will keep your geometry light and controllable.
I've never used the sand solver, so I'm sorry I can't offer any suggestions there.
Francisco Rodriguez
Effects Animator | Walt Disney Animation Studios
Effects Animator | Walt Disney Animation Studios
-
- Soothsayer
- Member
- 875 posts
- Joined: Oct. 2008
- Offline
I'm trying to simulate it. It doesn't have to be detailed (no individual sands of grain) but it needs to behave somewhat like sand. So, if it flows and can be scooped without completely collapsing, that would be ideal.
Sand flows pretty much like a fluid except that it doesn't bounce so much and has a natural stability so I'm running into problems when using pfluids.
Perhaps I could do a rigid-body sim, and use the particlefluid sop to skin the thing…
Sand flows pretty much like a fluid except that it doesn't bounce so much and has a natural stability so I'm running into problems when using pfluids.
Perhaps I could do a rigid-body sim, and use the particlefluid sop to skin the thing…
--
Jobless
Jobless
-
- danBode
- Member
- 50 posts
- Joined: Feb. 2009
- Offline
-
- Soothsayer
- Member
- 875 posts
- Joined: Oct. 2008
- Offline
-
- Quick Links


