etudenc Posted March 1, 2019 Share Posted March 1, 2019 Hey, I'm doing a "simple" simulation of a ball hitting a brick wall using packed primitives. I'd like for the bricks that get impacted to fracture again and so added a Voronoi Fracture Configure Object. Everything works fine, except all the bricks fracture, not just the ones impacted. I know I can increase the Min/Max Impact amounts and adjust the Impact Radius to limit what gets fractured, but I'm hoping there's a way I can manually limit the effect to a region of bricks. I've tried making a dynamics group but no good. Is there an attribute I can set at the SOP level, maybe in a point wrangle (like i@active=0 to set active), that would disable the fracturing of specific bricks? I've had success doing this with RBD objects but can't get it to work with packed prims and, given that it's Houdini, I feel sure it can be done! Any help/suggestions would be greatly appreciated! Quote Link to comment Share on other sites More sharing options...
etudenc Posted March 8, 2019 Author Share Posted March 8, 2019 On 3/1/2019 at 1:57 PM, etudenc said: Hey, I'm doing a "simple" simulation of a ball hitting a brick wall using packed primitives. I'd like for the bricks that get impacted to fracture again and so added a Voronoi Fracture Configure Object. Everything works fine, except all the bricks fracture, not just the ones impacted. I know I can increase the Min/Max Impact amounts and adjust the Impact Radius to limit what gets fractured, but I'm hoping there's a way I can manually limit the effect to a region of bricks. I've tried making a dynamics group but no good. Is there an attribute I can set at the SOP level, maybe in a point wrangle (like i@active=0 to set active), that would disable the fracturing of specific bricks? I've had success doing this with RBD objects but can't get it to work with packed prims and, given that it's Houdini, I feel sure it can be done! Any help/suggestions would be greatly appreciated! Hoping someone might have suggestions? Quote Link to comment Share on other sites More sharing options...
Diego A Grimaldi Posted March 8, 2019 Share Posted March 8, 2019 Hey, Active region at that point is your friend. Use an attribute and transfer the attribute from the ball to the wall when the ball hits the wall so the wall goes from passive to active and you can control how wide the area becomes with AttribTransfer Quote Link to comment Share on other sites More sharing options...
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