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Found 151 posts.

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Technical Discussion » Bullet physics implementation and other stuff

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CeeGee
222 posts
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 Nov. 30, 2010 16:24:19
Yes yes i know

But realy nice breakdown, i know that cybermax start with House and bullet rbd
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Technical Discussion » Bullet physics implementation and other stuff

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CeeGee
222 posts
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 Nov. 30, 2010 15:24:46
THis is great news man realy great news.

Here some interesting breakdown from 2012

http://vimeo.com/16278385 [vimeo.com]
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Technical Discussion » Tree leaf geometry instancing

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CeeGee
222 posts
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 Oct. 28, 2010 10:42:35
Thanks circusmonkey

All trees are from evermotion library of trees, i didint make it. I just whant to make first this istance system with preview, this is my frist idea.

THis is original res render 1280*720

http://img10.imageshack.us/img10/2051/forestpbr01.jpg [img10.imageshack.us]

http://img529.imageshack.us/img529/60/forestpbr02.jpg [img529.imageshack.us]

http://img263.imageshack.us/img263/8403/forestpbr04.jpg [img263.imageshack.us]

http://img8.imageshack.us/img8/6233/forestpbr05.jpg [img8.imageshack.us]
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Technical Discussion » Tree leaf geometry instancing

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CeeGee
222 posts
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 Oct. 28, 2010 09:52:55
Hi i also answer you on ODforce

I think that Mantra can render alot of istance geometry, i am doing some RnD for myself, personal project.

And render forest, with lot of geometry and trees render with PBR, one HDR and one dircet light

some images:









This last image if you calculate all trees and how much geometry they have its around 1250mil polygons

http://img801.imageshack.us/img801/6285/treesistancesyspreview.jpg [img801.imageshack.us]

This is image of my delayed load idea, every box that you see is bounding box of tree that he represent, then you can know wich tree is where.
And on render every box is switch with highres tree.

For now its only random scale and rotation
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Work in Progress » Flood The City

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CeeGee
222 posts
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 Oct. 7, 2010 07:01:46
I slow down sim 2x i think look much better now

http://www.vimeo.com/15625907 [vimeo.com]

I use 2 container because i have to fluid emiter with diffrent vel and noise settings have 2 sourceapply stil learning this new node has alot of options,
maybe can be only one but for now this is setup.

I didnt try to use fluid vel field for cars i made everything in sim.
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Work in Progress » Flood The City

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CeeGee
222 posts
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 Oct. 6, 2010 16:42:15
Thanks guys

THis is test with car proxy interaction i need better SDF volume but good to see how its going to look

http://www.vimeo.com/15608591 [vimeo.com]

Resolutoin of fluid container was 250, simulation time was 3h for 120frames
on i7 950 3.05ghz 12gb ram.

Simulation was run with hbatch and use on last frame around 7GB

mzigaib this is my dop setup

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Work in Progress » Flood The City

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CeeGee
222 posts
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 Oct. 6, 2010 13:41:35
This is one small RnD project

Playing with volume fluid, and i make some custom emith system
for particles with cuspOTL, scale and speed are not realistic.




http://www.vimeo.com/15595033 [vimeo.com]


Just simularing next example with proxy cars,

post new example soon
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Technical Discussion » MDD in H11

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CeeGee
222 posts
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 Sept. 24, 2010 10:16:02
Same here build 11.0.504 only last frame.
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Technical Discussion » Bullet physics implementation and other stuff

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CeeGee
222 posts
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 Sept. 1, 2010 14:22:16
great updates cybermax…
nice stuff…
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Technical Discussion » Bullet physics implementation and other stuff

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CeeGee
222 posts
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 Aug. 29, 2010 06:24:31
Cybermax i made one example for gound, and if i dont use cut offset in vornoi set to bigger value, object break exploode.

i made also example with dop just to see.

If you can look this scene and tell me how i can solve this, i whant to do some cool test.

And for now is there any chance to have active group for bullet, maybe to active with color or box????

Thanks
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Technical Discussion » Bullet physics implementation and other stuff

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CeeGee
222 posts
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 Aug. 28, 2010 13:03:48
one more test just difrent model, fracture with vornoi 2000parts total
core 2 duo, 4g ram - 10sek frame
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Technical Discussion » Bullet physics implementation and other stuff

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CeeGee
222 posts
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 Aug. 28, 2010 06:39:09
cybermax i know that problem, buidling was some model that i found on interent prefractured allready, now i am trying to find better model with texture to make another test… more parts
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Technical Discussion » Bullet physics implementation and other stuff

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CeeGee
222 posts
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 Aug. 28, 2010 05:26:35
nice work cybermax

some test i made on my laptop core 2 duo, found some model on internet

3200 parts….

very interesting for now and fast
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Technical Discussion » Bullet physics implementation and other stuff

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CeeGee
222 posts
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 Aug. 27, 2010 13:34:28
Test is done with old odforce vornoi script with h10.
i dont know about sim time…
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Technical Discussion » Bullet physics implementation and other stuff

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CeeGee
222 posts
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 Aug. 23, 2010 02:34:29
Great progres man, realy interesting dynamics…

I wolud realy like to see yout test on some building, huge,

i made some fast test just for idea..
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Technical Discussion » Bullet physics implementation and other stuff

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CeeGee
222 posts
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 July 24, 2010 14:15:06
Great job for now cybermax
interesting stuff
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Technical Discussion » Bullet physics implementation and other stuff

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CeeGee
222 posts
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 July 20, 2010 01:03:33
cybermax nice bullet work, this will be great when you finish with all stuff.

This is Bullet in SOP, not in DOP?
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Technical Discussion » how to attach one particle per shattered piece?

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CeeGee
222 posts
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 July 13, 2010 14:47:45
I made one idea maybe can be good for some effect,use particle sim that i made in first scene as inital speed and point vel for dops, then add gravity or what you whant…

you can try it, and tell what you think…

qt file show in first part particle sim, and second one is imprt that geo in dops after frame 15 and use point vel for initial speed
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Technical Discussion » how to attach one particle per shattered piece?

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CeeGee
222 posts
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 July 13, 2010 06:22:14
Can this can help you, i found this idea long time ago Odforce or SideFx,

Maybe someone have better idea, or setup?
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Technical Discussion » Bullet physics implementation and other stuff

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CeeGee
222 posts
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 July 5, 2010 00:16:49
Maybe this can help???

I think is center of mass,

i just go inside GEO/box_object1, and insted moving center Y on box2, i use your xform.

And now everything work ok.
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