Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 11-11-2014 , 01:25 AM
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Replicating a Specific Simulation

Hi there,

I'm looking to replicate the simulation used in this video.

Knee Surgery: Torn ACL - YouTube

Basically, I'm trying to recreate the fibrous effect that occurs after the tear, around 32 seconds.
If anyone has any insight to how this can be achieved or what type of simulation was used (nCloth, nParticles, etc.) that would be great.

Thanks in advance.

# 2 11-11-2014 , 10:04 AM
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# 3 11-11-2014 , 10:46 PM
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Would the zipper effect give the fibrous effect after the tear occurs? Cause the fibrous effect is what I'm looking to replicate, not the tear itself.

# 4 12-11-2014 , 12:01 AM
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No I would think some thing like that was done in after effects or nuke.........dave




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# 5 12-11-2014 , 12:58 AM
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Hmm, do you have any idea how these effects can be done in said programs?

# 6 12-11-2014 , 10:08 AM
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I would save you animation out with a alpha so it would be easier to use in AE or nuke, I know that the link is for skin but the same principal is the same..............dave

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# 7 12-11-2014 , 04:43 PM
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Thank you for the link, I will check it out!

Any way to figure out how to emit the fibers at the ends of the tears? They seem to be particles, cause they pop on and off.

# 8 12-11-2014 , 06:11 PM
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# 9 12-11-2014 , 07:10 PM
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That looks good Genny, I think a mixture of Genny jelly and some work on the texture in after effect would be the way to go..........dave

Edit: I think Stwert was doing some work like this maybe he will chip in




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Last edited by daverave; 12-11-2014 at 07:13 PM.
# 10 12-11-2014 , 10:39 PM
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Yes I think the jello tut would be the way to go. I haven't done a simulation exactly like this, but it does look like an nparticle simulation, because you can see an accidental particle death at about 0:37. Also you could add a 3D procedural bump map texture to the resulting mesh which might add some of the fibrous quality. It's a tricky one though.

# 11 13-11-2014 , 01:13 AM
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Thanks for the video Gen! I'll play around with the jello effect.

And thank you for the input, Dave and Stwert! I think that effect combined with the procedural bump maps in the end could work. I think I could even overlay the bump maps in AE, to make it work well.

I'll try it out and post more if I have any questions. Thanks!

# 12 13-11-2014 , 11:13 PM
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So I hit a pitfall.

I got the simulation to move and tear in a manner close to how I want it to. The issue though is that the particles are connected in between two plains. In order to get the particles to stick to the plains, I upped the stickiness attribute on both plains and the particles to 2.

https://www.youtube.com/watch?v=rOTt...ature=youtu.be

Now when I play the simulation the particles snap back, hit the plains and become stuck to the plains. I quickly realised this is not the best way to anchor the particles. Can anyone think of a way to anchor them? I know with nCloth you can use "cv's" but as far as I know you can't use "cv's" with particles.

Many thanks!

# 13 13-11-2014 , 11:44 PM
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# 14 19-11-2014 , 11:21 PM
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Hey guys,
Me and LanHikaru were working on the tearing simulation together and wanted to update you guys on its progress:

https://www.youtube.com/watch?v=YxZWtbmRGkw

The next goal is to get the tear to happen in the center. I'm guessing there's a way to make the constraints in the center to have less glue strength to the ones on the plane.

Thanks for all your help you guys.

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