Falling rocks breakdown: The rocks were read into the scene as a bgeo file, passed through and connectivity and partition which would make each rock a group of its own. The connectivity and partition method works by grouping all faces that are joined together. A foreach node was then used to replace all the rocks with spheres. These spheres were then used as proxies to simulate the rocks rolling down the valley. After that, they go through another foreach node to transfer the transform values back to the high res rocks.
Tried out some smoke simulations to simulate dust being raised by the falling rocks. A box was placed by the side (off camera) to emit smoke into the valley. It did not work out very well, and I turned to using POP and sprites instead (thanks Jiabao!)
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