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>> No.771175 [View]
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771175

>>771164
>>771165
To be clear, I'm not looking for a way to visually replicate the same effect, there are a million ways of doing that. I want to be able to create a hollow tube made of jelly with a volume of 50 cm^3, put an arbitrary object like a monkey head or a teapot inside, and get a deformed tube stretched out around the object which still has a volume of 50 cm^3 (plus or minus some percentage depending on how much the material can compress or expand) with no intersecting geometry. Maybe with parameters you can tweak so if the surface area of the object stretches out to 200% of what it was originally, it will permanently deform or break apart, but that's a secondary concern.

The point is to be able to achieve this without having to do anything manually. Set up a blob of jello, and that's it. If you want to deform it, you press a collider against it. If you want to cut it, you move a thin object through it. If you want to put bullet holes in it, you have a projectile move fast enough through it. If you want bullets to get stuck in it, you give the bullets less velocity. That's the entire purpose of physics simulation, so you don't have to sculpt the cube into pieces yourself, or use shape keys to stretch it, or use a boolean modifier to have holes appear in it, you set up the physical properties of the material and simulate what would happen in real life. It's the same with rendering, you don't manually paint shadows and reflections and GI and subsurface lighting and caustics onto things, you place down objects and simulate beams of light, because it's much more accurate and takes significantly less effort on the artist's part.

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