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cracking effect


seifdune

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do a shatter geo like in the sidefx tutorial, then pack them based on connectivity

create an object to define places to crack

transfer a custom attribute to the object with a falloff, like f@crack = 1; or sth

create some random normals with attribute randomize

in a vop use displace along normals to move the pieces, so connect the this custom attribute you transfered to displace along normals amount input

that should get you started with a basic setup.

 

But this is a diamond so you would see the already shattered object even if it was not broken

so right after the shaterring, store their rest attribute

and after the animated object type drop a wrangle and run it for interior faces only

float moved = @rest-@P;

if(moved = 0)

     removepoint(0,@ptnum);

 

 

then fuse the whole thing back to together

 

 

 

Edited by tricecold
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