Experimenting with: PF Source
So here it goes, the first render of the Experiments project. Inspired by this picture some time ago, I decided to try to reproduce it at my best.
It seemed easy at a first look. It was not. The easiest way of preparing the scene was to use a PF Source and distribute along the surface of a plane a few low poly geometries, using the alpha channel (with a b&w version of the above picture) for the distribution path. But Murphy’s law is always lurking. I couldn’t avoid the particles to penetrate each other, unless, that is, simulating the collision with MassFX, but useless to say, my pc couldn’t stand all that geometry. So I had to manually arrange each coffee bean (which, now that I look better, seem more likely to be peanuts).
Oh well, I’m done with this one. At least I tried. To the next one.
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