FYP pt. x – Dynamics

This week, I’m getting all the things that need dynamic simulation out.

I spent the better part of a day just figuring out the simulation for a hospital blanket that i’m happy with. This is the end result

It helped having first hand experience of the weight and texture of the blankets, so knowing precisely what I was aiming for helped. That doesn’t make the dynamics go any faster though, especially with fabrics with all the self-coliding, potential geometry getting snagged on each other, all the settings i had to pour through. I guess what I’m trying to say is that it took me a bit to get right and i want the world to know. I’ll save its use in the scene for the actual video, but here’s a single frame. 

NEXT UP IS THE BALL FRACTURING.

There are a lot of things that went into this. Firstly, thank goodness Cinema 4D has options for fracturing. Secondly, getting the interior of the ball to not explode due to intersecting geometry from the cuts (bless the settings). Also getting the inner faces of the fragments to not just be flat cuts and look more akin to broken glass itself took some finessing. Another thing I was trying to go for was for the front and back ends to have tinier fragments when it fractures and thankfully there are settings to dial that look in. Bless the souls at Maxon for creating such technical finesse.

Also since this scene is going to be in slow mo, here’s a slow mo version at 100fps. I do worry for this scene as it’ll probably be one of the longer ones to render, considering the high frame rate and the glass material, so everything should be good to go before i hit render.

In the next few days I still need to get the alternative portion of the scene, the merging of the two balls (hah) to work out. And that’s using something called metaballs, which I haven’t figured out yet, but that’d be the next bridge to cross. As I might have mentioned in a previous post, I really should have all the scenes rendering by the end of next week. I’ve already started rendering some whenever I leave the house and I’m going to start with overnight renders too. Till next time!

Oh, I actually forgot i had more pictures. Getting the glass material right was also fun to do, its pretty rewarding to hit render and find a result that makes me think I might have actually got something here.

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