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Sticking Particles & Dops


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#1 Lyonz

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Posted 02 August 2012 - 11:39 AM

Hi all,

I have a simple problem with particles sticking to geometry when fractured and wondered if anyone has a solution to this ?

I have tried a few methods including converting the geometry to triangles for the pop collision but still not working.

Attached is an example file.

Cheer
Lyonz

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#2 Mikal

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Posted 02 August 2012 - 07:39 PM

Hi David

Not quite sure what you want to do here. Do you want the particles to be emitted as it fractures?

At the moment you're emitting on Frame 1, and the behaviour of the particles are set to 'Stick on Collision'... so not sure if you want the particles just left behind as the object falls, or you want the standard emission on fracture?

#3 Lyonz

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Posted 03 August 2012 - 04:26 AM

View PostMikal, on 02 August 2012 - 07:39 PM, said:

Hi David

Not quite sure what you want to do here. Do you want the particles to be emitted as it fractures?

At the moment you're emitting on Frame 1, and the behaviour of the particles are set to 'Stick on Collision'... so not sure if you want the particles just left behind as the object falls, or you want the standard emission on fracture?

Hi Mikal,

Thanks for the reply,

I'm not looking to emit when fractured or leave particles behind,I set the particles to stick on collision at frame one so they are attached.
The problem is when the object fractures, the points jump from there original location and want them to stay. I'm wondering how to fix this and is the stick on collision option based on UVs.

Cheers
Lyonz

#4 woodenduck

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Posted 03 August 2012 - 05:05 AM

I don't know what the collision pop is using for the sticking but a work around could be to use pre-fractured geometry and turn this in to an RBD Glue object. You can control the shape of the fractures in the voronois sop, and you won't get a change in point number, so the particles should remain stuck to the coreect points/primitives.

See attached .hip

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#5 mdunkley

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Posted 03 August 2012 - 08:36 AM

Hey Lyonz,

I had a comparable issue to this when i was looking into wetmaps for autofracture.  Didn't find a perfect solution but got something that ended up working well enough for our purposes - heres the thread

I tended to find that that UV-only solutions aren't that successful, as the autofracture process wreaks havoc on UV attributes.  But I may have overlooked something.

End of day though, Woodenduck is probably right: its a point count issue, and prefractured geo would probably be the most direct approach.

hth

Edited by mdunkley, 03 August 2012 - 09:30 AM.


#6 Lyonz

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Posted 03 August 2012 - 10:43 AM

Hi,

woodenduck:

Yes pre-fracturing does work as i used that initially but then added more auto-fracturing to my scene. I was mainly interested to know, if there was a method for using auto-fracturing.

mdunkley:

I agree that fracturing UVs can be chaotic so think more pre-fracturing is the way to go for now.

Cheers
Lyonz




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