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Switching geo with procedural fracturing


sirkitesalot

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Hey all.

I have a low res sim object that is being animated and procedurally fractured. My render object is made of many detailed parts and is not suitable to use for simming. I'm trying to figure out a way to transfer the animation from sim geo to render geo.

If the sim geo was being pre-cracked I presume I could just crack and group the render geo in the same way (at frame 1) and copy the animation from each sim piece to each render piece using a forEach sop. I can't figure out a way to do this with procedural fracturing as the sim object changes topology and creates new groups after it has moved away from its rest position.

Any thoughts would be really appreciated, even if they're not complete solutions! :)

Thanks!

James

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I would have to try it out, but I would be tempted to open up the fracture asset and add the high res geometry inside of it. Attached to it as extra data, and update it alongside the low res fracturing. It would kind of be like a high res version of the VoronoiFractureVisualization geometry, updating it as it goes (kinda like a sopsolver). I don't know enough of it myself though.

Using a foreach to update the geometry might be easier to start, but I would then try to switch towards a solution of transforming the pieces using vops (defining an up vector, and an N to create a rotation matrix --this would be a lot quicker.)

The tricky bit might be to make sure that the amount of pieces between the low res and high res match, because minor differences in the meshes might cause a different number of pieces.

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