With simulations you often run into situations where certain areas consist of many intersecting/colliding/interacting particles. This can become problematic, when you're trying to fill an area. Be it grains, softbodies or strings - your simulation will either become jittery or you'll be tempted to crank uop substeps and trade in computation time.
In this tutorial we'll look at a neat technique used to avoid jittery simulations: Velocity driven pinning.
Entagma
2019-11-11 15:20:37 +0000 UTCAren Voorhees
2019-11-11 15:19:28 +0000 UTCEntagma
2019-10-15 09:35:42 +0000 UTCRomain C.
2019-10-15 09:07:53 +0000 UTCEntagma
2019-03-05 09:03:40 +0000 UTCmLab
2019-03-05 01:47:26 +0000 UTCjimbachalo
2019-01-07 19:41:24 +0000 UTCEntagma
2019-01-07 08:18:27 +0000 UTCFlavio M
2019-01-07 04:57:27 +0000 UTCEntagma
2019-01-04 08:16:52 +0000 UTCamaru
2019-01-03 19:12:46 +0000 UTC