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floor break based on vop volume


misterbil

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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

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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.

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