anthonymcgrath Posted September 10, 2016 Share Posted September 10, 2016 Hi guys i just had a read through some old threads but wanted to start my own and see if anyone can provide some advice. METHOD 1- dynamic setup I had some issues with the dynamic fracture setup. Simple pot mesh.. ball collides into it at speed and a ground plane. The problem came in the pot fracturing the second it touches the ground. How would I prevent this happening. The pot is as close to the ground as i can get it and still when I sim I get a fracture happening underneath. I want to get 2ndary and 3rd fractures happening on the pot if possible but only from the ball collision onwards? METHOD 2 - pre fracture with voronoi I currently have it pre fractured using scatter and voronoi. A glue constraint holds it up. It's nice but I can't suss out 2ndary fractures for it. Would I need to run another voronoi on a few selected chunks from the first voronoi? Another issue is that I used clustering and those don't seem to separate on impact from the ball. Anyone got any advice or other forum discussions they can point me to please? The scene is pretty simple really.. tube for the pot.. ball.. ground plane lol Quote Link to comment Share on other sites More sharing options...
Juraj Posted September 12, 2016 Share Posted September 12, 2016 Hi, I would go with the pre-fracturing way. I haven't tried dynamic fracturing way yet, because I prefer to have complete control above fractuting and it is achieved easily with pre fracturing. You can use power of constraint networks and with that achieve secondary fracturing. You can alter glue strengths with noise to achieve more interesting fracturing patterns. Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted September 12, 2016 Author Share Posted September 12, 2016 1 hour ago, Juraj said: Hi, I would go with the pre-fracturing way. I haven't tried dynamic fracturing way yet, because I prefer to have complete control above fractuting and it is achieved easily with pre fracturing. You can use power of constraint networks and with that achieve secondary fracturing. You can alter glue strengths with noise to achieve more interesting fracturing patterns. ah i get you so efffectively i have one voronoi fracture with loooots of chunks... then i use clustering and constraint networks to sort of hold those bigger pieces together until another impact happens (eg fragment hits the floor) ? I definitely prefer the pre fracture method i spent all wkend tinkering with the dynamic fracturing and it just seems quite difficult to artistically direct it somewhat but that said a wkend doesn't really amount to much work put in on it really lol! Quote Link to comment Share on other sites More sharing options...
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