bretik Posted February 6, 2019 Share Posted February 6, 2019 Hi, I try to make a car glass bullet hit... I can't figure how to make the connected pieces which stay attached to glass, I tried "soft constraint" of the "Material fracture node, but I can't figure how to break the soft constraint in some distance, pieces always returning back no matter how far they are.. which looks more like a STAR GATE portal opening Sklo_TEST_11.hip Quote Link to comment Share on other sites More sharing options...
vicvvsh Posted February 6, 2019 Share Posted February 6, 2019 Hi, Bullet solver can broke only glue constrain automatically, for the others types of constraints you should use SOP Solver DOP. Sklo_TEST_11_01.hipnc Quote Link to comment Share on other sites More sharing options...
bretik Posted February 6, 2019 Author Share Posted February 6, 2019 OK, I see.. Thanks! Quote Link to comment Share on other sites More sharing options...
bretik Posted February 6, 2019 Author Share Posted February 6, 2019 OK, I solved the thing... I'm about to render it.. as a glass. How are You guys doing this? You have some workaround for this? I mean.. "Material Fracture" is fractured all the way from frame 1. so it's on the render as well. Is there some way to mix the "uncracked" and "cracked" mesh based on some attribute? What will be the best way to handle this? On a pictur is frame 1, the cracking starts on Frame 5 or so... 1 Quote Link to comment Share on other sites More sharing options...
vicvvsh Posted February 6, 2019 Share Posted February 6, 2019 (edited) I think a switch sop with two inputs - cracked and uncracked versions of the geo can handle it. Edited February 6, 2019 by vicvvsh Quote Link to comment Share on other sites More sharing options...
bretik Posted February 7, 2019 Author Share Posted February 7, 2019 Yes, but how, what feed into switch? Quote Link to comment Share on other sites More sharing options...
bretik Posted February 7, 2019 Author Share Posted February 7, 2019 Here ss a file... HOW_TO.zip Quote Link to comment Share on other sites More sharing options...
vicvvsh Posted February 7, 2019 Share Posted February 7, 2019 (edited) For example a sphere hits a glass at frame 5. See the sticky notes in the scene Sklo_TEST_23_01.hipnc Edited February 7, 2019 by vicvvsh Quote Link to comment Share on other sites More sharing options...
bretik Posted February 7, 2019 Author Share Posted February 7, 2019 Thanks Victor... But there is going to be like 5 shots hitting the glass... so I need to make some "geometry mask", based on some attribute, There is something, some attribute "Broken" on the constraints... maybe that's the way. Can't figure it out... (or I was thinking about converting both do VDB do some " diffrence mask" and then use this for combining cracked and uncracked mesh ... ?) Quote Link to comment Share on other sites More sharing options...
bretik Posted February 7, 2019 Author Share Posted February 7, 2019 (edited) The other issue I have is that as long as it is on BOX object it looks great... Radial cracks are curvy, but no matter what if You make Material Fracture on imported object or a pig head test geometry or any other. The radial cracks are just straight... as well as concentric cracks... Edited February 7, 2019 by bretik Quote Link to comment Share on other sites More sharing options...
vicvvsh Posted February 7, 2019 Share Posted February 7, 2019 (edited) 1 hour ago, bretik said: The other issue I have is that as long as it is on BOX object it looks great... Radial cracks are curvy, but no matter what if You make Material Fracture on imported object or a pig head test geometry or any other. The radial cracks are just straight... as well as concentric cracks... Only flat objects currently supported 1 hour ago, bretik said: Thanks Victor... But there is going to be like 5 shots hitting the glass... so I need to make some "geometry mask", based on some attribute, There is something, some attribute "Broken" on the constraints... maybe that's the way. Can't figure it out... (or I was thinking about converting both do VDB do some " diffrence mask" and then use this for combining cracked and uncracked mesh ... ?) Maybe shader solution helps you, i don't know... You're using Arnold for rendering but anyway try to read this post: Edited February 7, 2019 by vicvvsh Quote Link to comment Share on other sites More sharing options...
bretik Posted February 7, 2019 Author Share Posted February 7, 2019 oh, ok... I will bend the glass after the sim... Don't need to use Arnold... even it will be similar for Arnold... I will check that. Thanks a lot. Bretislav Quote Link to comment Share on other sites More sharing options...
mjparent Posted September 29, 2020 Share Posted September 29, 2020 Cool Thanks ! This solve my problem very easily with the switch ! Yeah. I love to work with transparency, but there is some trouble along the way. Quote Link to comment Share on other sites More sharing options...
nuki Posted October 1, 2020 Share Posted October 1, 2020 (edited) you could also use the RBD disconnected faces sop. It requires unpacking but works great oob Edited October 1, 2020 by nuki 1 Quote Link to comment Share on other sites More sharing options...
mjparent Posted October 1, 2020 Share Posted October 1, 2020 (edited) I used the switch after all. But when I understand better Houdini and have more control on forces, I'll try these nodes for sure. I love to work with transparency when there is fracture this seems to be the right way to do. Thank you. Here is my work, only flipbook for now. But it gives an idea. Everything is going too fast, but the object inside is colliding and fracturing the shell with its forces. That was the plan. It really needs lots of tweaking to have it more smooth. I wanted the fractures to happen before the egg goes down by gravity and only a specific places at the top. An after thought is that if I modify a little bit the base to have a slightly flat base, it will take longer to fall by the wind & other forces. Thank you for this blog because I have found a lot of inspiration and solutions. NAND427_A20_Parent_Marie-Josee_TP1_RBD_MJ.mov0001-0360.mkv Edited October 1, 2020 by mjparent Quote Link to comment Share on other sites More sharing options...
mjparent Posted October 1, 2020 Share Posted October 1, 2020 NAND427_A20_Parent_Marie-Josee_TP1_RBD_MJ.mov0001-0360.mkv Quote Link to comment Share on other sites More sharing options...
mjparent Posted October 1, 2020 Share Posted October 1, 2020 3 minutes ago, mjparent said: I used the switch after all. But when I understand better Houdini and have more control on forces, I'll try these nodes for sure. I love to work with transparency when there is fracture this seems to be the right way to do. Thank you. Here is my work, only flipbook for now. But it gives an idea. Everything is going too fast, but the object inside is colliding and fracturing the shell with its forces. That was the plan. It really needs lots of tweaking to have it more smooth. I wanted the fractures to happen before the egg goes down by gravity and only a specific places at the top. An after thought is that if I modify a little bit the base to have a slightly flat base, it will take longer to fall by the wind & other forces. Thank you for this blog because I have found a lot of inspiration and solutions. NAND427_A20_Parent_Marie-Josee_TP1_RBD_MJ.mov0001-0360.mkv Quote Link to comment Share on other sites More sharing options...
mjparent Posted October 1, 2020 Share Posted October 1, 2020 Here's my file if this can help someone figure things out. NAND427_A20_Parent_Marie-Josee_TP1_RBD.hipnc Quote Link to comment Share on other sites More sharing options...
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