I am currently creating assets that can have an option to be destroyed, I planned carefully, but at the end of the day, I need a sim addon for my blender app that handle destruction like Khaos… so my question is, I want to create the feel of reinforced concrete, so I would naturally model in steel bars into the walls, but i heard overlapping meshes can have a problem, the result may turn out to be all over the place, at least in the case of tyflow for 3dsmax I believe, so I guess the sub-question is, how can I achieve this result, being steel bar in concrete wall? Can Khaos be ok with this sort of sims??
the second question is, I know there is a feature that create explosion, do you think Khaos can be good to create just fire/smoke/explosion without 3d mesh present in the scene, in order words, can it do fire sims??
I think it’s better to ask the addon provider as they’ll know better how it works.
Keep in mind that , unless I’m mistaken, these tools rely on built-in blender feature. They just allows to better streamline blender for these kind of FX, but I don’t think they can bypass a limitation of blender as it’s very likely that they’ll use blender’s smoke simulator and rigid bodies internally.
Do you plan to animate your assets ? If not, maybe you should consider modeling their destroyed counterparts with built-in tools, so you don’t stack layers of complexities right from the start…
well, I agree with you 100% I am trying to create the best asset possible, but in doing so, the project might bloat to unreasonable size… since there are no predictable outcome to guide the direction… I am just trying to give more option for people who might be using my asset…
the last thing I want is to somehow boolean the wall for the same space the rebar/ steel bar are gonna occupied in, to avoid mesh within mesh situation…
Well, maybe it’s just possible to create broken concrete pieces and then add some steel bar made from curves that you can tweak to bend them ?
Especially if you (ab)use the new hair system with a bit of geometry nodes.
It’s probably going to look much better rather than hoping that the addon do exactly what you have in mind…