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Fracture Test

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just make sure that you don't simulate the faceted polygons or otherwise you'll find the pieces collapsing to separate primitive fo each face. The workflow is like that: you import the ugly-looking pieces into dops and simulate with them. then import the geometry back to sops and then run the facet thingy on it. that way it will render fine.

That should not be necessary if you put the Facet SOP *after* the Partition SOP which creates the group for each piece.

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That should not be necessary if you put the Facet SOP *after* the Partition SOP which creates the group for each piece.

Do we have to use the Partition SOP? The geometry already comes with the groups... right?

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If the geometry already comes with groups then yes, the Partition SOP is not necessary. I just realized though with the faceted geometry, the built SDF might have leaks but it worked with my boxes :)

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If the geometry already comes with groups then yes, the Partition SOP is not necessary. I just realized though with the faceted geometry, the built SDF might have leaks but it worked with my boxes :)

Leaks? Boxes? What does that mean?

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It means that the SDF that is calculated for collisions (the red-wireframed thingy, remember? ^_^) works much better with enclosed volumes, while a faceted geometry might leave "openings" or leaks that makes the resultant SDF calculation less accurate.

Still, seems like edward tried it with boxes and he didn

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actually i guess the most precise solution would be to let dops do their work with the unfacet-ted geometry which looks not so nice and add the facet sop afterwards, so good volumes get created. the disadvantage is that applying dops transforms back onto the sops geometry is quite slow, especially for lots of objects

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Hey! Thanks for the help... I really did not get it for the first time... but now it makes sense...

So should I use Volume->Implicit Box as SDF?

Thanks!

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only if your shards are cubical in shape ;)

They are not! :)

So I guess... I will go with the normal procedure... But FACET after DOPs works fine...

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Hi Everybody,

Here is a final thing from CeeGee... some final suggestions:

For fracture script ("mbFracture01a.mcr" under MAX9)

Number Of cuts - 1 - 10 - dont use higher nubmer it bugy (best is default)

Other setings

Gap

Noise Scale

Noise Strenght

Segments - this is up to you how you want you fracture to look like

Only advice frst parameter don't higher then 10

//

("gwObjIO_v0.94b_max_guruware" under MAX9)

For this script you can use Pressets on default value

That is same export OBJ script of Max but with some aditional parametars but not important

You only need geometry, UV and texture you will done in Houdini.

Another way for fracutre but with texture is to use Maya and BlastCode.

You make fracture map Use blast code to cut poly object, then export first frame

in Houdini and do texture and dynamics..

I use Max and Maya way for fracture... It only what you need....

I only find this two way in Maya and Max, a thrid way is FractureSOP in Houdini...

//

Happy New Year!

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Hey! Thanks Netvudu!

I will keep that one in mind... Maybe try it later... now have to move from the "cracking" to the "exploding" phase...

:)

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Hi i installed the fracture script for max but i cant find it in customize uı menu whats the specific name for that script? i searched all f for fracture, "mb" for site's name but can't find anyone can help?

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netvudu, how did you get the box to fracture as a shell?

i've tried extruding the faces, cookie cutting a smaller box out, and a few other things, and it always breaks the box up through the middle, like a volume.

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