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Author Topic: Using Physics to drop FP objects  (Read 550 times)

Arkviz

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Using Physics to drop FP objects
« on: December 12, 2016, 10:38:39 PM »
I was wondering if using native physics simulation could be an option to drop objects on surfaces.
Working with stones, leaves, branches ,cars, etc with uneven surfaces could be a little bit labor intense but that option could be implemented I think would help to get more realistic distribution over objects.

Thanks,

Fernando



Michal Karmazín

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Re: Using Physics to drop FP objects
« Reply #1 on: December 13, 2016, 11:29:29 AM »
Hi Fernando,

As this kind of algorithms are usually very resource demanding, there are Surface - Slope Angle Range / Altitude Range features available with possible Density / Scale Falloffs simulating it. Anyway, thanks for your suggestion, we'll evaluate it for future releases.

Best regards,

Arkviz

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Re: Using Physics to drop FP objects
« Reply #2 on: December 13, 2016, 06:42:39 PM »
I understand the existing features but when you scatter  megascan objects, the objects hit the ground but they don't look natural (no gravity and collisions)
if you have a parking lot with slopes in different directions maybe 3 tires of 4 are touching the ground, etc.... integrating massfx could be a great feature to have now days because of the amount of libraries available and more to come like megascan libraries.

 I'm going to test it out creating a FP distribution and then massfx to get the objects on the ground....mayube the workflow is not that intensive.


  Thanks