revilo3d Posted April 2, 2013 Share Posted April 2, 2013 Heya guys, So i'm a bit stumped on this. I have generated a fracture that has a refracturing occurring. Think "box falling down a cliff face refracturing on each bounce". The problem is the inside and outside grouping keeps redefining themselves and I have shaders changing from interior to exterior faces on each impact. How can I overcome this? Cheers, Ollie Quote Link to comment Share on other sites More sharing options...
revilo3d Posted May 15, 2013 Author Share Posted May 15, 2013 Anyone able to help? Does my question need more explanation? Just need a steer in the right direction :S Quote Link to comment Share on other sites More sharing options...
Hudson Posted May 15, 2013 Share Posted May 15, 2013 Hi Oliver! I am quite a noob at this altough I have a possible solution I just came to think off. Maybe for your specific task you need to have a refracturing occuring. Otherwise you could fracture your object and generate all the pieces, put that in a glue network and animate the glue networks strength value during your simulation. It would mean that the inside groups and outside groups are the same during the whole simulation. As I said it is a different approach but it is straigth forward and simple Quote Link to comment Share on other sites More sharing options...
anim Posted May 15, 2013 Share Posted May 15, 2013 ignore groups created by autofracturing since they come from underlaying voronoi fracture SOP, they recompute each time a piece fractures and therefore they flicker you can simply create primitive group for your object prior to fracturing (named differently than inside or outside) then after sim just create opposite group and you will have your stable inside/outside groups refracturing_inside_outside_groups.hip 2 Quote Link to comment Share on other sites More sharing options...
revilo3d Posted May 16, 2013 Author Share Posted May 16, 2013 Thanks so much guys. Just what I needed Quote Link to comment Share on other sites More sharing options...
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