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RBD simulation and actual scale


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Hi,

 

I've been playing around with fracturing small 1-10 unit pieces of geometry and decided to try to do something 'to scale.'

 

I created a box that was 100 x 100 x 1 units and attempted to fracture that, but wow, it takes FOREVER just to do the Voronoi fracture.

 

Maybe it was because I was using 1000 axis divisions.

 

What kind of workflow should I use to do testing and then be able to set up a realistic simulation to scale?

 

I'm assuming there is a solution as it's very time consuming to sit and wait and make a change and wait.

 

How is this done properly so you end up with good results?

 

Thanks,

 

Jim

Edited by reelinspirations
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I originally thought I had to have a lot of points on the box as I was putting a point and then a paint node to 'scatter' some points where I wanted them.

I eventually figured out that I could use a normal box without a lot of axis subdivs to fracture and another box to paint to create my points.

 

Maybe there is a better way that I don't know about.

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