I've currently got a solution that works some but not all of the time. Its a peter-quint-esque scatter approach that uses using the "FracturedGeo" geometry generated by the autofracture process for a wet attribute handover when the actual fractures happen. This method seems to work so long as the rbd sim isn't substepped - when it is I've been having issues getting a full representation of the current fracture from the "FracturedGeo" - I assume its happening on subframes and therefore isn't being pulled on full frames? Not entirely sure on that point, still sort of researching. I'm posting my test file here - its like an 85% solution, but I'd love to make it more consistent over substeps and/or less personally confusing. Note that substeps are currently at 2 and pieces will pop dry.
autofracture_wetmaps_odforce.hip 1.97MB
49 downloadsI'm also going down another road, trying to rebuild the fractured sim in reverse from its final pieces, then using a more traditional primuv sticking method on the unchanging geometry. The idea seems promising but the rebuilding is proving fairly tricky to work out and will probably take a little time, at least the way i'm thinking about it.
I guess I'm just wondering if any of you guys have any insights or solutions to this stuff that I've overlooked? I don't have a ton of experience with autofracturing or the data it creates and am not eager to mess with the autofracture solver myself (though i would if you guys think it would help...?). Maybe you all know of something in there that I can use? I'm a bit worried I may be over/under-thinking this or trying to reinvent the wheel.
Thanks in advance for any suggestions, pointers, or scene files you may have for this!
Edited by mdunkley, 10 July 2012 - 12:47 PM.











