New Geo Nodes - Soft Body + Updated Fracture *Incomplete*
3 years ago
Still working slowly, and making progress on two nodes I've wanted for a long time.
First up is a fake soft body for more detail with less resources. I've been testing it on a surface deformation breast rig (*enchanced* my Lucario model to test on), which uses a really low poly proxy mesh for actual soft body, then the node group adds in more detail where told to.
Second is updating the Fracturing node I released before, making it work with other shaped objects. The most important part of it is the Dual Mesh node, which needs Blender 3.1 at least to use.
I couldn't figure out how to control each mesh island for normal geometry, so I tried a recursive island tracker/merger into instances, but eventually found that the Dual Mesh node already separates everything to their own instance for some reason. That made things MUCH easier, and now it's just tweaking the internals to work better with more shapes.
(Testing on a sphere for planetary fractures initially)
Strangest part of the dual mesh setup is that, because of how it works, you need a VERY messy mesh for it to fracture better.
The Dual Mesh node changes faces into vertices and vertices into faces, so the more random your mesh is, the more random your fractures will be.
I may try putting on a vertex randomizer and geo node shrinkwrap I used in the fake soft body one, but those would be really slow to use, so for now I'm just gonna manually mess up the mesh.
Most of the rules still apply to this new geo node rig.
Can't be pierced: Use cell fractures and actual physics for that
Driven by another mesh: Use Dynamic Paint to control the parts that are pushed in
Pushes outward first, then pushes inward: Make the animation fast to hide that it rises first, since that range is pretty small.
First up is a fake soft body for more detail with less resources. I've been testing it on a surface deformation breast rig (*enchanced* my Lucario model to test on), which uses a really low poly proxy mesh for actual soft body, then the node group adds in more detail where told to.
Second is updating the Fracturing node I released before, making it work with other shaped objects. The most important part of it is the Dual Mesh node, which needs Blender 3.1 at least to use.
I couldn't figure out how to control each mesh island for normal geometry, so I tried a recursive island tracker/merger into instances, but eventually found that the Dual Mesh node already separates everything to their own instance for some reason. That made things MUCH easier, and now it's just tweaking the internals to work better with more shapes.
(Testing on a sphere for planetary fractures initially)
Strangest part of the dual mesh setup is that, because of how it works, you need a VERY messy mesh for it to fracture better.
The Dual Mesh node changes faces into vertices and vertices into faces, so the more random your mesh is, the more random your fractures will be.
I may try putting on a vertex randomizer and geo node shrinkwrap I used in the fake soft body one, but those would be really slow to use, so for now I'm just gonna manually mess up the mesh.
Most of the rules still apply to this new geo node rig.
Can't be pierced: Use cell fractures and actual physics for that
Driven by another mesh: Use Dynamic Paint to control the parts that are pushed in
Pushes outward first, then pushes inward: Make the animation fast to hide that it rises first, since that range is pretty small.
FA+
