I learned a lot making this one. Took so many attempts to get the rigid body sim to look right. Bake, tweak settings, rebake, repeat.
Pretty happy with how it came out. Top 100? Probably not. Better than my boss fight entry? Definitely.
#b3d
I learned a lot making this one. Took so many attempts to get the rigid body sim to look right. Bake, tweak settings, rebake, repeat.
Pretty happy with how it came out. Top 100? Probably not. Better than my boss fight entry? Definitely.
#b3d
Let's hope my computer likes processing rigid body physics, because that's what it's going to be doing a lot of next.
Let's hope my computer likes processing rigid body physics, because that's what it's going to be doing a lot of next.
Trying to crack the ground with the booleans and geonodes is not going easily for me.
Might need to use animated displacement mapping instead for this effect.
Trying to crack the ground with the booleans and geonodes is not going easily for me.
Might need to use animated displacement mapping instead for this effect.
The trick is setting the flame attribute on the instances, doesn't work on points in my experiments.
#b3d
The trick is setting the flame attribute on the instances, doesn't work on points in my experiments.
#b3d
Not sure what direction to take this project now. Oh well, I'll think of something.
Not sure what direction to take this project now. Oh well, I'll think of something.
Here's some of my prints. The companion cube is 25mm for scale. The beholder and head are originals of mine.
Here's some of my prints. The companion cube is 25mm for scale. The beholder and head are originals of mine.