30-07-2020, 03:24 PM
(This post was last modified: 30-07-2020, 03:46 PM by Flexologic.)
Hi josemendez, thank you so much for your feedback!
To have a better understanding of what is possible and what is not I have a few additional scenarios of which I wonder what is possible.
Scenario 1: I have attached a screenshot of your video. If those creatures were skinned meshes, but the tentacles were to be driven by Obi Softbody, could the tentacles of two creatures interact with each other?
Scenario 2: Then next, if I would want to pour a fluid onto those skinned creatures you say that wouldn't work. But might there be a solution to make it work? E.g. somehow first animate the skinned mesh and then make a particle-object 'track' the skinned mesh and replace the skinned mesh so that it can interact with the fluid? Can we make it somehow work with a few tricks?
By the way, I understand that collision with deformable meshes would be extremely costly, but my end product is a high quality rendered video. So cost and longer render times are not an issue.
I am switching from 3DSMax/Maya to Unity/Unreal Engine for my renderings, as so many professionals in the industry are.
But I fully understand if you cannot focus on realtime and offline rendering at the same time.
I have to say though, as others have mentioned, your systems are incredibly well built, fast and precise. I have never seen something like that inside e.g. 3DS Max. There is definitely a demand for such high quality tools in the offline rendering world.
Sorry, I forgot the attachment!
To have a better understanding of what is possible and what is not I have a few additional scenarios of which I wonder what is possible.
Scenario 1: I have attached a screenshot of your video. If those creatures were skinned meshes, but the tentacles were to be driven by Obi Softbody, could the tentacles of two creatures interact with each other?
Scenario 2: Then next, if I would want to pour a fluid onto those skinned creatures you say that wouldn't work. But might there be a solution to make it work? E.g. somehow first animate the skinned mesh and then make a particle-object 'track' the skinned mesh and replace the skinned mesh so that it can interact with the fluid? Can we make it somehow work with a few tricks?
By the way, I understand that collision with deformable meshes would be extremely costly, but my end product is a high quality rendered video. So cost and longer render times are not an issue.
I am switching from 3DSMax/Maya to Unity/Unreal Engine for my renderings, as so many professionals in the industry are.
But I fully understand if you cannot focus on realtime and offline rendering at the same time.
I have to say though, as others have mentioned, your systems are incredibly well built, fast and precise. I have never seen something like that inside e.g. 3DS Max. There is definitely a demand for such high quality tools in the offline rendering world.
Sorry, I forgot the attachment!