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mavencolby

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About mavencolby

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    Colby

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  1. So it seems to be completely broken. FEM freaks out and stretches the tets, no matter what I do. I tried simplifying the collision geo to just a sphere, and the collisions still seemed to be causing a problem. Oh well, I guess secondary fractures won't work yet. I'll just emit particles! Which is fine, but I'm a little disappointed. I'll post a scene when I'm back on my workstation.
  2. Hello! Attached is a couple flipbooks showcasing this problem. Hopefully I can resolve this issue soon. Vimeo | FEM Problem
  3. Hi! So I'm driving the fractures on my FEM object by at attribute - that that's working nicely. However, and this may be an inherent problem with FEM right now, but I'm getting enormous stretching artifacts when I have fracture enabled. It seems to appear somewhat randomly, but it may be due to the collisions and not enough substeps. I'll post a video when I'm at my workstation. Has anyone encountered this? I really am unsure how to tackle this problem without waiting days for the simulation to run through a million substeps. Thanks! Colby
  4. This is what I'm trying to do, but with paper clips instead of flat spheres. This is a test I did earlier today:
  5. Hello! This has been a very confusing journey trying to figure this one out. So I've got a popnet spawning points (only on birth, then they die) and I'm copying a low res object onto the points. I'm then reading the creation of those objects inside DOPs so that each frame more and more objects are born. That's fine. The tricky part is outside of DOPs, I'd like to switch the low-res bounding box geo to my high res geo. As I understand it, this is fairly straight forward IF you have a pre-defined number of rbd objects (i.e. voronoi fracture). However since the number of RBD objects in DOPs is always updating, how can I correctly transfer my high res geo onto those points? I've attached my scene file. Thanks! Colby paperclip_sim.hipnc
  6. Atom, Thank you! That worked perfectly!
  7. Hello! I'm trying to kill points inside DOPs (well a popnet actually). The way I'd like to do this is by finding the closest point to the ground object (how do I reference an object in DOPs?) and computing the vector from the POP point to the nearest point, then dotting that onto the ground points normal vector. That's a nice way to figure out which side of the ground the point is on, then killing it. At least that works outside of DOPs. I'm wondering how I can do this inside DOPs because I don't want to post-process kill thousands of points if I can kill them in the simulation. Any ideas? Thanks, cw