In this part we will set up softbody, prefracture it and simulate it using vellum solver to create a tearing effect.
This will be the foundation layer for rest of the effects.
In this part we will use the softbody sims constraints to create strings.
Use these strings as vellum hair, simulate & break these using vellum solver and interact it with existing softbody simulation.
In this part we will create hair using prefractured geometry and match fractured vellum simulation. Then we will simulate the fur themselves using vellum solver and solve fur skin penetration problems.
In this part we will use the inside of softbody sim and source fluid for blood. We will also use several techniques to modify source based on stress, position & its age.
We will then setup blood properties.
Parts 5, 6 & 7 are available as part of project file purchase. Link: https://gum.co/hhRhq
Part V - Sim refinement
In this part we will refine a number of attributes and parameters to get a high quality simulation. I will also explain how the tearing is controlled.
In this part we will prepare the sims for render.
We will setup attributes for inside and outside softbody, then we will setup wetmap for both softbody & fur, then we will setup denser fur.
In this last and final part we will setup materials for softbody, strings, fur & blood. All done in redshift. Bringing in wetmap for materials can be tricky and we will look at solving those in this. Finally setup camera, lights & rendering itself.
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