Grass physics

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Grass physics

Postby FSA » Mon Mar 08, 2021 7:01 am

Hi
Is something like this in the video planned for Newton 4?
Video: https://youtu.be/HKzdnX6FB84

Would be quiet nice if it would be really fast to use it with large fields of grass (I think maybe millions of sticks would be needed, don't know if that is realistic).
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Re: Grass physics

Postby Dave Gravel » Mon Mar 08, 2021 10:04 pm

Here a good tutorial for make grass.
It is not so hard to add newton interaction with it.
https://vulpinii.github.io/tutorials/gr ... sation/fr/

I can try to reproduce it this week and use newton for interacting with the grass.
If I get something cool I can share a link with my code exemple.
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Re: Grass physics

Postby Dave Gravel » Tue Mar 09, 2021 6:20 am

Here a quick test
https://www.youtube.com/watch?v=BDVAI8a26dU

The grass run a bit slower than supposed because I don't apply the camera infos.
The lod is not apply correctly, I don't have finish the implementation for my system.

My math for make the grass direction attractor is not very good, But it give a good idea of what it can look later.
The grass tutorial is good but it can need some more optimizations.
Maybe with instanced grass or compute shader it can give better perf.
I can see later the speed gain with the working lod.

The result is surely better from a physics particles system, But I think it is possible to have a nice solution without full physics implementation. And maybe it can save some physics ressources for make other things. The result surely depend a lot about how many interaction you need with the grass. And if you use a lot physics in the scene.
You search a nice physics solution, if you can read this message you're at the good place :wink:
OrionX3D Projects & Demos:
https://orionx3d.sytes.net
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Re: Grass physics

Postby FSA » Thu Mar 11, 2021 3:24 am

---
Please delete.
Last edited by FSA on Sat Mar 13, 2021 9:58 pm, edited 1 time in total.
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Re: Grass physics

Postby FSA » Sat Mar 13, 2021 9:57 pm

Thanks for the info, but my question wasn't about the rendering (the link is nice though). I had made a similar approach like yours, just moving the blades of grass away from the colliding object (bounding box), but im looking for a physically accurate way to simulate this with large fields of grass. So my thoughts were, that in the future maybe Newton will have a special kind of body/container of bodies/class for each blade of grass and can simulate it in the world. The most important feature would be to prevent clipping of the grass through the collider. That is something that kept me frustrated...
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Re: Grass physics

Postby Dave Gravel » Wed Apr 14, 2021 10:51 pm

I have find this interesting pdf about grass.
I let's it here, Maybe it can help someone or give some ideas.
https://publik.tuwien.ac.at/files/publik_253532.pdf
You search a nice physics solution, if you can read this message you're at the good place :wink:
OrionX3D Projects & Demos:
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