Riley Brown shared a tip for adding soft body physics using Blender 5.0's Lattice Deform Selected. Learn more about this feature: https://lnkd.in/eaGepCic #b3d #blender3d #blender #3d
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For creating a particle dissolve effect in Blender, both the Particle System and Geometry Nodes can be used. Which process is more suitable: Geometry Nodes or the Particle System? #Blender3D #BlenderTutorial #ParticleEffect #DissolveEffect #GeometryNodes #ParticleSystem #3DAnimation #3DArtist #ProceduralWorkflow #CGI #VFX #motiondesign
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Alex Martinelli shared this very trippy experiment where he explores a 4D Gaussian Splatting scene in Blender. See more: https://lnkd.in/ds6Vvjua #b3d #blender3d #4D
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Color charge is a property of quarks in particle physics. 👉It has nothing to do with real colors like red or blue paint. In simple words: 👉Color charge is the “type” of charge that makes quarks stick together. Key ideas: ✅Quarks come in three color charges: red, green, blue ✅These names are just labels, not actual colors ✅Color charge is related to the strong force ✅The strong force is what holds protons and neutrons together. #quantumchromodynamics #whatiscolorcharge #colorcharge
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Stop eyeballing your vertex alignment in Blender. 🛑 The fastest way to get perfectly straight edges isn't by dragging them manually, it’s by using math. Scaling to zero is a fundamental "workflow hack" that every hard-surface modeler should have in their muscle memory. 1️⃣ Select vertices. 2️⃣ Press S (Scale). 3️⃣ Choose your axis (X, Y, or Z). 4️⃣ Hit 0 and Enter. Done. Perfect alignment every time. 📐 #Blender3D #B3D #GameDev #3DModeling #TipsAndTrick
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🎮 𝗨𝗻𝗶𝘁𝘆 𝗢𝗽𝘁𝗶𝗺𝗶𝘇𝗮𝘁𝗶𝗼𝗻: 𝗪𝗵𝗲𝗻 𝘁𝗼 𝘂𝘀𝗲 𝘄𝗵𝗮𝘁? Here’s a simple, practical rule set 👇 ✅ Use GPU Instancing when: Many repeated objects Same mesh + material Objects can move / animate Trees, grass, props, enemies, pickups ✔️ Low memory ✔️ Massive draw-call reduction ✔️ Mobile-friendly ✅ Use Static Batching when: Objects never move Mostly unique meshes Large environment geometry Buildings, walls, terrain pieces ✔️ Fewer draw calls ❌ Higher memory usage ❌ 𝗗𝗼𝗻’𝘁 𝘂𝘀𝗲 𝗦𝘁𝗮𝘁𝗶𝗰 𝘄𝗵𝗲𝗻: Hundreds of same props Mobile memory is tight Objects need movement 🧠 Easy rule to remember Repeated → Instancing Unique & immovable → Static Choosing the right one = free performance 🚀 #Unity #GameDev #Optimization #GPUInstancing #StaticBatching
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Simulation of a Marble Machine This marble machine is simulated using rigid body dynamics with contacts. ProtoTwin Motion enables you to create models similar to this in just a few minutes. The simulation is physics-driven and runs entirely inside your web browser.
Marble Machine Simulation
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🔁 Update() ⏱ Runs: Once per frame 📈 Depends on: Frame rate ⚡ Speed: Faster on high FPS, slower on low FPS Use it for: 🎮 Player input 🎥 Camera rotation (non-physics) 🖥 UI updates 🎞 Non-physics animations ⏳ Timers & cooldowns 🚶 Character movement without Rigidbody ⚙ FixedUpdate() ⏱ Runs: At a fixed interval (Default: 0.02s = 50 times/sec) 📉 Depends on: Physics timestep, not FPS Use it for: 🧱 Rigidbody movement 💥 Applying forces 🧮 Physics calculations 💫 Collisions & gravity logic 🎯 LateUpdate() ⏱ Runs: After all Update() calls finish 📈 Depends on: Frame rate Use it for: 🎥 Camera follow systems 🛠 Adjustments after movement 🧹 Cleanup logic 🌊 Smooth tracking
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My third post on this project is highlighting more of the 3D elements of this project. This short breakdown contains the main aspects of the hob model and the final design, the final pyro simuation I used for the render and a turntable of the full dummy geo model with textures. I throughly enjoyed working on this project with my attention focused more towards modelling the dummy geo and texturing the assets and the pyro simulation.
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Texture arrays are great to work with. I made a short video on how to set it up for megascans textures. I usually use it with a random float in a vertex color channel to randomize material usage on meshes or mesh segments. It counts as one texture sample only! #UnrealEngine #Shaders #TechArt
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The biggest feature in #Blender 5.0 is funnily enough the ability to easily view the indices of vertices, edges and faces in geometry nodes. This unlocks a lot of convenient procedural modeling, some I am displaying here! #gamedev #techart #procedural
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I wonder if something like this exist in Unreal?