Right now, I have two main parts I'm working on:
The Generator Setup: Dynamically reading individual primitive heights to generate a proper height array for a point line instancer.
The Settlement Simulation: I want the stacked instances to naturally settle, tilt, and collide with each other so the stack looks organic and realistic rather than perfectly uniform.
The Challenge:
I initially tried Vellum Cloth, but the paper meshes are deforming and flattening out way too much under the simulation weight.
I'm looking for the best approach to achieve a natural-looking stacking/collision result (either by tweaking Vellum—like using Shape Match—or switching to RBD/Bullet rigid bodies), keeping in mind that this needs to work well as a configurable generator in Unreal Engine later on.
Any advice on the best workflow for this? Thanks in advance!