hideoncyka Posted February 25, 2019 Share Posted February 25, 2019 Hello everyone, I don't know if it's right place for that post, but I run into some issue using the new rbdmaterialfracture node, especially the wood material property, I tried fusing the vertices, polyfiling, polydoctor, divide sop and even clean, but still in some places it produces such results. after - https://imgur.com/a/Fmg3Icc before - https://imgur.com/a/CJKv6gd Thanks, Quote Link to comment Share on other sites More sharing options...
zarralax Posted February 27, 2019 Share Posted February 27, 2019 I get these artifacts when I have more than 1 direction in my direction vector when Grain is enabled. Are you using grain with more than one direction vector? Quote Link to comment Share on other sites More sharing options...
Noobini Posted February 27, 2019 Share Posted February 27, 2019 it should work if you have separate pieces...but if you've merged several pieces together, then the combined bbox's longest dim will determine the grain direction (same as a tree, the grain goes along the longest dimension, not across the tree like its diameter). So if it's perpendicular to your hero piece, best to do it separate for your hero piece. In the below pic, if the cross beam at the front is so long, it will sabotage the grain for the other pieces... Quote Link to comment Share on other sites More sharing options...
hideoncyka Posted February 27, 2019 Author Share Posted February 27, 2019 Im using the bbox option to determine the axis of alignment for grains. I just did drop a connectivity sop and iterated over all of the pieces using class attrib in foreach loop, so I guess the pieces supposed to be seperated. As I mentioned sometimes using fuse and clean sop solves the issue so I assume the geo isn't clean, as the rbdmaterialfracture node uses booleans to cut the pieces. Do you know any other methods of cleaning up geometry before throwing it via booleans ? Quote Link to comment Share on other sites More sharing options...
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