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Soft Body Dynamics Eliminate ‘pucker’ on standard sphere
I have a soft body simulation where I placed two spheres inside of a larger sphere. Is there a way to get rid of the pucker that’s happening in the image below? I’ve tried to control this with vertex maps, but can’t seem to find the best slot for the map. I prefer to keep the quad geometry, since it’s a bit smoother once adding hypernurbs into the stack. I realize this isn’t an issue with icosahedron, but I also don’t see as smooth of results in the final render.
