Compared to my previous setup this one uses real simulation and collision:
- I used a sop solver a couple of times with different mesh resolution for the ground (attribute transfer inside) to extract the footsteps position, collision mesh and the area that will hold the vellum grains - In the vellum solver I tweaked some parameters like Maximum acceleration, gravity, friction, attraction, sleeping, and added a drag force, and did a back and forth testing until I achieved this result.
- for some reason the grains were collapsing every now and the each time I change a parameter until I disabled the opencl features so be aware of that.
- rendered using redshift.
- with abit of modification this setup can be used for mud and sand as well.
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