mitz711 Posted July 19, 2012 Share Posted July 19, 2012 Hi all, I've been having a problem of late regarding to voronoi fracture. So i've build a simple procedural brick wall, and i've voronoi-ed it, and even smashed a ball through it to see the effect. My question is, how do we control how far or how near the collision debris goes? from what I know, its altering the value of the density under the Physical tab in the rdbfractureobject of my DOPnet, but it doesn't seem to have any affect to it. I want to use a car model i have to smash into the wall, but at a slower pace, meaning the debris won't be flying away from the point of impact. I've been doing some tests but the debris keeps flying miles away. So what i'd like to know is, is the mass of the parts that are being fractured solely based on the density value? or is there another way? sorry if it sounds confusing :S Quote Link to comment Share on other sites More sharing options...
clown Posted July 19, 2012 Share Posted July 19, 2012 (edited) A few things I would try is the density of the fractured object, the density of the colliding object, the internal glue value for the fractured object, and the bounce value for each of them as well. I don't really see why changing the fractured object's density didn't help though. Maybe you could upload a hip file? You could also try changing from bullet to RBD (or the other way depending on what you are using) to see if the problem persists. Edited July 19, 2012 by clown Quote Link to comment Share on other sites More sharing options...
gaurav Posted July 20, 2012 Share Posted July 20, 2012 My question is, how do we control how far or how near the collision debris goes? May be try grouping objects based on their speed or specific velocity component e.g. : length(dopoption("/obj/AutoDopNetwork","$OBJID","Position","velx"),dopoption("/obj/AutoDopNetwork","$OBJID","Position","vely"),dopoption("/obj/AutoDopNetwork","$OBJID","Position","velz"))>5 Now Apply drag to the group to control how far they go. Quote Link to comment Share on other sites More sharing options...
mitz711 Posted July 23, 2012 Author Share Posted July 23, 2012 (edited) A few things I would try is the density of the fractured object, the density of the colliding object, the internal glue value for the fractured object, and the bounce value for each of them as well. I don't really see why changing the fractured object's density didn't help though. Maybe you could upload a hip file? You could also try changing from bullet to RBD (or the other way depending on what you are using) to see if the problem persists. Thanks clown! this helped. i tried increasing the values dramatically and saw a huge difference in what each does. Thanks again! and vectorblur, i kind of get what you're saying, but for now, i think i'll stick with adjusting the other values first.. i'll try out your method soon enough! thanks for the help! Edited July 23, 2012 by mitz711 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.