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  • Both types apply vertex deformation and velocity from particles to attached objects.
  • In order to achieve better results we recommend adding a "Volume" tag to the objects you want to turn into rigids/elastics. Do not apply "Collider" tags.
  • The rigid/elastic deformer provide a "Resolution" parameter to create more or less particles.
  • The objects' number of polygons also plays an important role: with high-res objects you normally get better results, e.g. fine wrinkles with cloth-like elastics.

Interactions With Liquids

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and Other Rigids/Elastics

Dyverso rigid and elastic particles are able to interact with all types of liquids, granular particles, force-based daemons, and objects with  "Collider" tags. Interactions between other rigid/elastics are supported as well. Mind the appropriate  "Links" field to establish the interactions.

"Liquid - SPH" is not supported and won't see any interaction.

a wide variety of other fluids and materials. For a full list please go to   "Material Interactions".

How to Apply Rigid & Elastic

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Here, all spheres will be controlled by a common "Elastic" object. For "Rigid" the setup is exactly the the same.

 

In

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this example, every sphere has its own "Elastic" deformer to establish individual settings.

Using MoGraph Cloner

It is possible to create instances from a base object through a MoGraph cloner and turn these objects into rigid and elastics. Again, a certain hierarchy has to be maintained:

 

The deformer can be located above or below the "Cloner" node – the result will be the same.

 

For more information about RealFlow | Cinema 4D deformer and MoGraph cloner visit this page.

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