Atom Posted January 12, 2016 Share Posted January 12, 2016 (edited) Hi All, I have a cylinder that I have pre-fractured. I have glued it back together and set the @strength to -1. I have an emitter that is shooting particles at the cylinder. I am trying to detect the contact with an attribute transfer of color. Then in the Sop Solver, near the Glue constraint, I am evaluating the color to set the @strength value to zero on detection of RED. I think the setup is close but it just does not work. The entire system collapses instead of a few chunks falling off when a particle strikes an area. Does anyone have time to take a look or perhaps point out how to get this kind of set up working? Thanks ap_tube_particle_fracture_1i.hipnc Edited January 15, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
Atom Posted January 12, 2016 Author Share Posted January 12, 2016 (edited) With a slight revisions I made more progress, I can see my vex code is indeed targeting the correct glue bonds when hit, however, when I try to remove that primitive, the entire glue network disappears? ap_tube_particle_fracture_1j.hipnc Edited January 12, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
Juraj Posted January 12, 2016 Share Posted January 12, 2016 (edited) Hi, if I understood it correctly, you are trying to delete constraint network primitives by shot particles proximity? EDIT: Added hip. del_cons_by_pts.hipnc Edited January 12, 2016 by Juraj Tomori 1 Quote Link to comment Share on other sites More sharing options...
Juraj Posted January 12, 2016 Share Posted January 12, 2016 Now when checking your file I found why it didn't work. You have transferred Cd to points and then run attribwrangle on primitives. You need to promote Cd from points to primitives and then it works. ap_tube_particle_fracture_1j_fix.hipnc Quote Link to comment Share on other sites More sharing options...
Atom Posted January 13, 2016 Author Share Posted January 13, 2016 (edited) Thank you again for fixing my file. What you posted was my intention. I went ahead and mixed in your technique for a 2-pass fracture system and adapted it to particles instead of rigid bodies. In this scene the particle impacts are recorded and used as the points for the initial fracture before glue. These points replace the role typically handled by a Scatter node in a fracture setup. This allows particle count to control how quickly the fracture occurs offering more art direction control. Increase the Impulse Count to really blast it away quickly or trickle in particles to slightly damage buildings/objects. ap_two_pass_particle_fracture_1b.hipnc Edited January 13, 2016 by Atom 3 1 Quote Link to comment Share on other sites More sharing options...
matEvil Posted June 22, 2016 Share Posted June 22, 2016 Hi @Atom thx for sharing and thx also for tutorial online on vimeo it's very helpful me. I have a question on impacts data... can I use it from a rbd simulation and use the same way of particles for add a secondary fracturing? (now I test) Thx Mat Quote Link to comment Share on other sites More sharing options...
matEvil Posted June 23, 2016 Share Posted June 23, 2016 OK, I follow other discussion you link also in this discussion and maybe I find some solution. I have also more question but before I try to looking in google or in Help documentation of Hoduini. Thx again for share your tips/tutorial Matteo 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.