For most scenes, including fluid sims, you would want to use xpCollider tags for collisions. These are far more smart and are extremely accurate. However, in some simple scenes, especially ones that don't use gravity, then nxAvoid can be used as a quick solving alternative.
I have a project that needs some sand dunes, this is incredible timing haha. Thanks Bob!
same
Was messing with realflow and sand flowing animations recently great timing
great work Bob
This is the most beautiful tutorial you made ever
That's because you explained the respiratory files as well
Thanks Bob !
Thanks for this tutoriak! and also for how to render it
This one is really nice
just a tip but c4d has a nice projection option to match all the spline points to the terrain surface in the top view, no need to do this manually
@BobWalmsley: Why use nXavoid and not collision tag? Is it faster, since using GPU? Would that work also for fluid sims?
For most scenes, including fluid sims, you would want to use xpCollider tags for collisions. These are far more smart and are extremely accurate. However, in some simple scenes, especially ones that don't use gravity, then nxAvoid can be used as a quick solving alternative.
nobody uses cycles. ever.
I do. Sometimes. Rarely.
Only blenderers
I do. Used Rooktane and Arnie and Rookshift - Cycles is WAY faster
It took 6minutes 45 seconds to cache 500 Frames with my M3 Max MacBook Pro🥲 Can anyone share your results for comparison?