Anyway, since it's based on a decomposition of the space around user-supplied points, it's (relatively) straightforward to do dynamic, location-based fracturing. I finally wrestled DOPs into submission enough to post a few test playblasts:
First up, eight or so identical column/barbell looking things smashing together. All dynamic, location-based fracturing, fragments re-fracture again, etc:
here
Static object hitting falling box, brittle material:
here
Same scene, but the fragments inherit more velocity from the initial collision, looks like harder material:
here
Earlier test, this one pre-fractured, RBD Glue Object of Stanford armadillo, 459 pieces:
here
Same scene, but 200 iterations of "reattach" applied, which iteratively fuses random adjacent pieces back together again to try to avoid some of the "overwhelming convexity" that you get from a Voronoi space decomposition (this technique is very much a WIP):
here
Big, concave object as plain old RBD Fractured Object with about 1000 pieces:
here
Hopefully I'll have everything packaged up with examples within a week or so.
This post has been edited by johner: 19 May 2009 - 09:30 PM

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