![]() ![]() There are several bugfixes and updates to existing tools, which you can find in the online changelog In addition, users can set fractures to propagate through geometry only at a given frame of an animation, making it easier to control simulation timing. Workflow improvements include the option to animate a number of key parameters for fracture bodies and rigid bodies, including Friction and Bouciness, providing finer control over simulations. Thinkinetic claims that there is now “almost no performance penalty” when using nCloth systems or skinned characters as kinetic objects in simulations. The solver code has also been optimised, leading to a 3x speed boost with high-poly deforming meshes. You can see the workflow in the video tutorial above. It works on a per-material basis, making it possible to emit dust or debris only from the broken inner faces in a simulation, removing the need to paint an emission map manually in another DCC tool. ![]() The main new feature in Pulldownit 4.5 is a tool for generating Maya nParticles from fracture geometry. The update adds a new tool for emitting particles from faces on geometry on a per-material basis, helping to simulate dust and debris and improves performance when working with high-poly animated meshes.Īdd dust to destruction sims by emitting nParticles from fracture geometry Thinkinetic has released Pulldownit 4.5 for Maya, the latest version of its shattering and dynamics plugin. ![]()
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