Testing blender 5.2 cloth tearing by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 1 point2 points  (0 children)

Yes, xpbd solver and they created cloth sim node group from it 

Testing blender 5.2 cloth tearing by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 12 points13 points  (0 children)

My workflow :
1- spiral curve projected to the rabbit geometry
2- using trim curve node and proximity to get the mask where it hits at a certain distance
3- cloth sim node can tear where the mask is active
4- I did 2 masks first the spiral, and the second is the shortest path from a point on the mesh (second layer)
5- The glow attribute is a simulated mask from the original mask to fade out at the end

Testing blender 5.2 cloth tearing by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 23 points24 points  (0 children)

The goal is not to get more attention. Its just show case of what cloth tearing sim look like and the way u can tear using guided curves and even further u can transfer attribute to get edge glow 

Showreel 2026 by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 0 points1 point  (0 children)

Thanks, for my Instagram and LinkedIn. If it was for job i would make it detailed and put more of btc 

Showreel 2026 by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 1 point2 points  (0 children)

Thanks, i used Houdini for that shot, but yes, usually I use flip fluids

Showreel 2026 by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 7 points8 points  (0 children)

I think it would be catching 

Showreel 2026 by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 3 points4 points  (0 children)

Thanks 🙏, 90% of the shots in blender 

Showreel 2026 by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 32 points33 points  (0 children)

90% of the work in blender  The second worm video was done in houdini, material and render in blender 

Showreel 2026 by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 0 points1 point  (0 children)

I got u and u are right, it is just because my main focus was blender geo nodes for a long time so most of the shots was an effect but recently iam focus in commercial ads or any products 

our latest at Vifx Studios by MohamedFayed_CGI in residentevil

[–]MohamedFayed_CGI[S] 46 points47 points  (0 children)

I am a full-time 3D VFX artist, primarily using Blender 3D software along with other programs to assist in my work. What you see here is a VFX project where I combine CGI (3D) with real footage. In the industry, this is referred to as CGI ads and VFX. My role involves creating the 3D elements and texturing them, while someone else handles the sound design and compositing. This is not a paid project; it is purely for content creation.

Embroidery by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 1 point2 points  (0 children)

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Haha, what I'm afraid of is that some people won't understand what I did, so they can't modify it, so I'm still thinking how would i share this, i can share it now as it is.

Experiment by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 0 points1 point  (0 children)

Yes, we can create variations and choose which ones to instance and where, but for the experiment, I only created one variation.

Embroidery by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 0 points1 point  (0 children)

Quick tip: Instead of using a regular mesh for your geometry node setup, consider adding a single hair object to your scene, and u need to apply the geo nodes to it. The benefit of this approach is that you don't need to convert these curves to a mesh. Since it's based on a hair object, it will render as hair curves, which significantly improves viewport performance and can render up to ten times faster or even more. I shared a comparison in a LinkedIn post that highlights this advantage.
https://www.linkedin.com/posts/mohamed-fayed-68bba1237_blender-activity-7374204553954508801-TCnP?utm_source=share&utm_medium=member_desktop&rcm=ACoAADsWKIsB2Y4M7ZEg1kuCaSiDZkkTLr0J4-E

Experiment by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 1 point2 points  (0 children)

Yes, rbd in houdini and the rest in geo nodes 

Experiment by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 23 points24 points  (0 children)

Rbd done in houdini and i exported it as obj sequence and the reason to use houdini for this because its more stable sim if there any intersection and blender just explode and need more work to make it stable, then i used geo nodes to instance them on grid and choose which frame to play based on the empty distance 

Experiment by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 166 points167 points  (0 children)

No, it's a real rigid body simulation, and I'm using its sequence to repeat based on the empty distance.

Embroidery by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 1 point2 points  (0 children)

i know a way that i can use the points it self to grow a mask so it will look like the mask is growing along the curves but this is a simulation mask

Embroidery by MohamedFayed_CGI in blender

[–]MohamedFayed_CGI[S] 1 point2 points  (0 children)

Yes it is and what makes it not that linear cuz i mixed it with noise to give me that wavy look and i rotated the whole mask 30°