XanaduArt Posted December 18, 2017 Share Posted December 18, 2017 I'm learning Voronoi fracture these days. And I'm doing a wood-like fracture test tonight. But I can't do pinning the RBD fracture object to the ground and glued them together at the same time. My RBD fracture object starts jittering and fall down when I use the Glue adjacent shelf tool to glue them together. Very appreciated that you guys can share some ideas on how to do that. Thank you very much. Have a nice day. wood fracture.hipnc Quote Link to comment Share on other sites More sharing options...
markinglevfx Posted December 18, 2017 Share Posted December 18, 2017 Most (if not all) of the time when you sim fractured objects, you want to be working with packed geometry. So I added an 'assemble' node and checked 'create packed geometry' to take all your pieces and pack them. This node also gives each piece a unique 'name' attribute. For pinning pieces, I use the 'active' attribute. If active is set to 0, it will remain where it is in the simulation. I made a wrangle to set the active value, anything above the Y threshold will have an active value of 1 and will react to other DOP objects. Your glue is set up in the constraint network - there's no need to change the glue settings in the RBD Fractured Object node. Anyway, since the geometry is now packed, we need to use the 'RBD packed geometry' node instead. Also, your sphere is not a packed object. So in your DOP I used the standard 'RBD Object' node to import the sphere, instead of the RBD packed object node. This probably doesn't make much of a difference, but it's good practice. wood_fracture_fixed.hipnc Quote Link to comment Share on other sites More sharing options...
XanaduArt Posted December 20, 2017 Author Share Posted December 20, 2017 On 2017/12/19 at 6:19 AM, markingleukc said: Most (if not all) of the time when you sim fractured objects, you want to be working with packed geometry. So I added an 'assemble' node and checked 'create packed geometry' to take all your pieces and pack them. This node also gives each piece a unique 'name' attribute. For pinning pieces, I use the 'active' attribute. If active is set to 0, it will remain where it is in the simulation. I made a wrangle to set the active value, anything above the Y threshold will have an active value of 1 and will react to other DOP objects. Your glue is set up in the constraint network - there's no need to change the glue settings in the RBD Fractured Object node. Anyway, since the geometry is now packed, we need to use the 'RBD packed geometry' node instead. Also, your sphere is not a packed object. So in your DOP I used the standard 'RBD Object' node to import the sphere, instead of the RBD packed object node. This probably doesn't make much of a difference, but it's good practice. wood_fracture_fixed.hipnc Thank you very much Mark. I checked out your file just now. It's exactly what I want. Wrangle node with VEX is really a powerful tool to make something reality. I will keep learning and practicing. Thanks for your time and effort again. Have a nice day bro. Quote Link to comment Share on other sites More sharing options...
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