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Vellum 101 - Slicing Grain Softbodies

After last week's grain softbodies, let's use that technique to have some fun and build a quick and easy setup that chops up an object into soft and squishy pieces.

As you can see by my preview rendering and hear by the sound, I'm still on the road. But it won't be long and I'm back at a regular sized workstation and won't have to render on a laptop :)

Vellum 101 - Slicing Grain Softbodies

Comments

Hey Scott, the most straightforward setup to slice a mesh using this technique together with point deform would be to pre-slice your mesh, then deform it. Otherwise you'd have to cook up some way of dynamically remeshing your mesh while slicing. Which can be done, it's just a rather complex setup. Cheers, Mo

Entagma

I'm new to your stuff, but watched many free tutorials on YT. Very good BTW. Qeustion, this is awesome and I love how easy this is to do, but let's say I've created a lovely subD mesh with all the UV data for normals etc..., could I apply this technique by using a point deform to carry the motion in some way? I get that the point deform would essentially stretch the hero object, is there a way of doing this so the hero becomes 2 meshes like the grains? Hope that all makes sense!!!

Scott Martin

Hey, I am using Grains to make something similar on a project. However my base geometry is a cylinder, and I am having a hard time converting my grains back to a nice smooth cylinder geometry on the outside, while keeping nice hard edges where there is a cut on the inside. Do you have any tips? I can VDB Smooth it away, but my corners get all soft. Thanks!

Alex George


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