ntkirby Posted February 3, 2013 Author Share Posted February 3, 2013 (edited) ok so update on this I fixed the issue where it wasn't taking into acct the tolerance, so the tolerance setting for each level is now a default of .001 and you can still adjust it also I figured out that this has an easier time cutting up simple shapes no matter how many of them there are EDIT: I uploaded the wrong asset file, the correct one is uploaded ntk_k_fracture.otl Edited February 3, 2013 by frescalus Quote Link to comment Share on other sites More sharing options...
ntkirby Posted February 15, 2013 Author Share Posted February 15, 2013 (edited) Alright! I think I got it now.. This is nearly a fully developed recursive fracturing tool. I have also provided a sample scene so you can see what I have done. After doing some research, looking around some forums at other scenes and such, this is what I came up with. If you have any suggestions or feedback to improve this please let me know. And here is the video in which I have taken those pieces and turned them into rbd pieces https://vimeo.com/59702611 ntk_k_fracture.otl recursive_fracture.hipnc Edited February 15, 2013 by frescalus Quote Link to comment Share on other sites More sharing options...
ikarus Posted February 16, 2013 Share Posted February 16, 2013 How is this different than what the voronoi fracture solver does? just curious. Quote Link to comment Share on other sites More sharing options...
ntkirby Posted February 16, 2013 Author Share Posted February 16, 2013 I'm actually using a voronoi fracture over and over again, the thing that I'm doing though with this is that I'm getting the area of the object and that's how I determine whether it gets fractured or not. Its nothing special, I just wanted people to see how I did this is all and offer up any suggestions Quote Link to comment Share on other sites More sharing options...
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