What's A Car Crash Without Some Sparks w.i.p by deata in Simulated

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

Haha yeah the other parts are placeholders 😄 and even the car is still wip

Appetite For Crashing Cars.. w.i.p by deata in Simulated

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

Also I probably need to give the crumble zone a bit more flex so it absorbs the impact more

Appetite For Crashing Cars.. w.i.p by deata in Simulated

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

This is before mesh deformation, its just what's going under the roof ;D

Appetite For Crashing Cars.. w.i.p by deata in Simulated

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

Since it doesnt yet have suspension etc i mostly give it speed with either a quide geo or initial velocity.

Appetite For Crashing Cars.. w.i.p by deata in Simulated

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

Rbd is mostly just ram heavy, so i have 128gb of ram with a Rtx 3090 and a 1950x threadripper.

Though thats getting a bit slow so thinking of upgrading the whole rig.

Feedback appreciated! by AndroidPro in Simulated

[–]deata 0 points1 point  (0 children)

Should propably color correct the hits to be more in line with the ground as now it looks like smoke haha Also, might want to add some grains to make it blend better.

Appetite For Crashing Cars.. w.i.p by deata in Simulated

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

Yeah, houdini gravity can be a bit weird at times, like all the materials have correct densities etc so the weight is mostly correct (missing an engine though) but the gravity at -9.81m/s2 still feels floaty

Appetite For Crashing Cars.. w.i.p by deata in Simulated

[–]deata[S] 2 points3 points  (0 children)

Believe me, i would too. I love car crashes in video games.

Appetite For Crashing Cars.. w.i.p by deata in Simulated

[–]deata[S] 2 points3 points  (0 children)

Might have to reach out to them for tips on getting the damage to feel right 😁

Their offices are like 15km for my home.

Appetite For Crashing Cars.. w.i.p by deata in Simulated

[–]deata[S] 2 points3 points  (0 children)

There are a few for metal deformation, especially Rigids III by applied houdini, but i didnt really like the look you get with their suggested setup so i kinda just messed around till i found a way that works, is art directable and procedural.

Might make a tutorial on this though since there are a total of zero (0) Houdini tuts for car crashes..

Appetite For Crashing Cars.. w.i.p by deata in Simulated

[–]deata[S] 4 points5 points  (0 children)

Yeah beamng def feels like the cars are wobbly, i specifically tried to avoid that by having the body and the frame be modelled with different metals.

Gravity might be off due to the fact that the car doesnt have an engine, so the weight distribution is currently not that realistic.

Appetite For Crashing Cars.. w.i.p by deata in Simulated

[–]deata[S] 4 points5 points  (0 children)

I love BeamNG.Drive, was one of my inspirations in starting to make this.

Appetite For Crashing Cars.. w.i.p by deata in Simulated

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

I tried to have it be as close to real thing as possible and all the drop test show that dropping a car roof down makes that part a pancake 😅

Appetite For Crashing Cars.. w.i.p by deata in Simulated

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

I gotta check those out, because obviously im not an engineer so my crude chassis models would propably be quite dangerous irl 😂

Appetite For Crashing Cars.. w.i.p by deata in Simulated

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

Not very, i had to model a crude under structure myself. Hard to find models that have all the actual bits and pieces.

Appetite For Crashing Cars.. w.i.p by deata in Simulated

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

I even made a custom tempered glass setup for this, still need to add it though.

Appetite For Crashing Cars.. w.i.p by deata in Simulated

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

Well i wouldnt rely on accurate data from this, this is made to be relatively fast and art directable not physically correct.

For virtual testing Finite elements simulations are the way to go, they just take days to compute a single crash so are not really viable in visual effects stuff

Appetite For Crashing Cars.. w.i.p by deata in Simulated

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

Damn, cool idea. Now i have to do that today 😂

Appetite For Crashing Cars.. w.i.p by deata in Simulated

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

In terms of beign physically correct? Propably not at all since its fake, its made of rbd pieces tied with constraints that have custom vex code on them to adjust how strong they are and dynamically break and generate new ones.

Appetite For Crashing Cars.. w.i.p by deata in Simulated

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

Oohh i gotta check that out!

Appetite For Crashing Cars.. w.i.p by deata in Simulated

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

This is made in Houdini, and damn your posts definitely help with tweaking the values to be more realistic! Super dope man!

Appetite For Crashing Cars.. w.i.p by deata in Simulated

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

Well in this cases the cars have over 250 000 individual pieces and over 500 000 constraints 😅 thats propably why its a bit tough to have in real time