caskal Posted September 19, 2018 Share Posted September 19, 2018 Hey magicians, I'm wondering what will be the best way to art direct a fracturing for this shot? I'm thinking about getting Applied Houdini IV wich seems perfect, but meanwhile here are some thoughts: Separate the bridge in 2 parts, one for the foot hits and keyframe manually, and other for the rest shattered with dynamics, might look fake tho Using colliders/forces in certain zones to push the breaks towards the character Manually shatter with curves for the desired parts, add rbd and pray to god to match playing with seed Any thoughts? Thanks! Quote Link to comment Share on other sites More sharing options...
Atom Posted September 19, 2018 Share Posted September 19, 2018 (edited) I think I would just pre-fracture everything and set i@activate=0;. Inside the DOP net add a Solver and use if statements to set i@activate=1; on specific point numbers at specific times when the character is directed to break something. if((@Time >= @range_on) && (@Time<=@range_off)) { i@active=1; // Start piece falling. v@v = {0, -1, 0}; } Attached is a setup that demonstrates how to detect time ranges and activate/deactivate various RBD objects. ap_packed_trigger(1).hiplc Edited September 19, 2018 by Atom 1 1 Quote Link to comment Share on other sites More sharing options...
caskal Posted September 20, 2018 Author Share Posted September 20, 2018 19 hours ago, Atom said: I think I would just pre-fracture everything and set i@activate=0;. Inside the DOP net add a Solver and use if statements to set i@activate=1; on specific point numbers at specific times when the character is directed to break something. if((@Time >= @range_on) && (@Time<=@range_off)) { i@active=1; // Start piece falling. v@v = {0, -1, 0}; } Attached is a setup that demonstrates how to detect time ranges and activate/deactivate various RBD objects. ap_packed_trigger(1).hiplc You are right! I remember watching a video tut from varomix explaining this i@active to control fractures, checking the hip now, thanks again! @Atom Quote Link to comment Share on other sites More sharing options...
fencer Posted September 20, 2018 Share Posted September 20, 2018 Check this "staggered_fracture.hipnc" http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops 1 Quote Link to comment Share on other sites More sharing options...
caskal Posted September 20, 2018 Author Share Posted September 20, 2018 2 hours ago, fencer said: Check this "staggered_fracture.hipnc" http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops Damn Matt always saving me thanks for the info @fencer! Quote Link to comment Share on other sites More sharing options...
agedsilver Posted September 21, 2018 Share Posted September 21, 2018 (edited) Heyo Not sure exactly what type of fracture effect you had in mind for the final look- but if you were looking for something more explosive then I would defiantly check out the SideFX talk that Keith did during SIGGRAPH for some ideas: Edited September 23, 2018 by agedsilver Quote Link to comment Share on other sites More sharing options...
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