misterbil Posted December 16, 2011 Share Posted December 16, 2011 Hi, I'm trying to have a rdb fracture object fall based on a volume vop. At the scene level I have 3 object my floor to break my volume my autodopnetwork In my Floor: I have a box that I fracture with a voronoifracture node. In my volume I have a box> a transform > a bound >isooffset> volumevop > null My iso is set to SDF volume and the Invert sign is on. my volumeVop is basic (nothing added to the network). I animate my volume at the scene level. in my autoDopNetwork: I have a scalarFieldVisualization > sopScalarField> mask ,connected to the mask input of the gravity. simple enough. but the result is weird. The first few blocks fall down as expected, but then they gradually float or don't get affected at all. any thought? Idea? advice? questions? or alternative way of slowly breaking something thanks breaking_mask_field.hipnc Quote Link to comment Share on other sites More sharing options...
tbevan7 Posted December 16, 2011 Share Posted December 16, 2011 The only issue I found was that you have to change your default operation in your sopscalarfield1 to "Set Always" instead of "Set Initial". That way it will update every simulation frame since your volume is changing every frame by moving. Quote Link to comment Share on other sites More sharing options...
misterbil Posted December 16, 2011 Author Share Posted December 16, 2011 tadah! that's genius! works like a charm! thanks a million! Quote Link to comment Share on other sites More sharing options...
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