To improve this even further, subsurface scattering could have been used to add to the sense of translucency and absorption for both the bowl and noodles if photorealism is the look you were going for but otherwise it was a great tutorial.
Thank you. The goal was not so much rendering in this tutorial, just more on how to do physics in Blender. If i wanted this to be hyper real I would do the simulationin in Houdini to start with then use redshift for rendering.
Truth told, I was only half paying attention as part of an experiment, but I've heard the best way to save computation costs is to join collision objects into one object with self collision enabled, and select bake all dynamics under one of the menus so the math itself is calculated without wasting any power on the rendering until it's all cached, if that stuff wasn't already addressed
Keep in mind that when everyone works at their own unique fantasy scale, getting reproducable results will be nearly impossible. This is why working at real world scale is vital. Especially when it comes to physics. If everyone worked at the same scale, results people get would be far closer to each other and easier to troubleshoot. It's why studios around the world all work at real world scale and users should, too.
Did exactly the same but doesnt work for me, the noodles doesnot collide with each other neither with itself. Also instead of round shape after colission it has some weird stretched circle shape
this video made me want to eat noodles🤤
Thank you so much !
To improve this even further, subsurface scattering could have been used to add to the sense of translucency and absorption for both the bowl and noodles if photorealism is the look you were going for but otherwise it was a great tutorial.
Thank you. The goal was not so much rendering in this tutorial, just more on how to do physics in Blender. If i wanted this to be hyper real I would do the simulationin in Houdini to start with then use redshift for rendering.
Truth told, I was only half paying attention as part of an experiment, but I've heard the best way to save computation costs is to join collision objects into one object with self collision enabled, and select bake all dynamics under one of the menus so the math itself is calculated without wasting any power on the rendering until it's all cached, if that stuff wasn't already addressed
You know exactly what I'm gonna do with this information 😈
Keep in mind that when everyone works at their own unique fantasy scale, getting reproducable results will be nearly impossible. This is why working at real world scale is vital. Especially when it comes to physics. If everyone worked at the same scale, results people get would be far closer to each other and easier to troubleshoot. It's why studios around the world all work at real world scale and users should, too.
Nice
cool
Did exactly the same but doesnt work for me, the noodles doesnot collide with each other neither with itself. Also instead of round shape after colission it has some weird stretched circle shape
why is my noodle falling through?
😍🥰🥰🥰🥰