kfu Posted October 30, 2019 Share Posted October 30, 2019 Is there any good workflow of creating small pieces between big chucks when doing bullet sim? After creating big rbd pieces using boolean tool, how would you go about creating the small pieces along the seam area? Quote Link to comment Share on other sites More sharing options...
tamagochy Posted October 30, 2019 Share Posted October 30, 2019 You can cut borders along edges of each piece and fracture them in foreach loop Quote Link to comment Share on other sites More sharing options...
Atom Posted October 30, 2019 Share Posted October 30, 2019 (edited) You can also try using a pointreplicate, around your original large chunk points. When many points are around a single area, the fracture will surround them with smaller pieces. Another way is to leverage the debris, system, which releases particles around the seams of the larger chunks. You can copy smaller random rocks shapes to those generated points. Edited October 30, 2019 by Atom Quote Link to comment Share on other sites More sharing options...
kiryha Posted October 30, 2019 Share Posted October 30, 2019 (edited) Recursive split can provide some good results. You can also generate points around fractured edges and use them in another fracture to get small pieces. Edited October 30, 2019 by kiryha Quote Link to comment Share on other sites More sharing options...
kfu Posted October 31, 2019 Author Share Posted October 31, 2019 thanks guys! Will try these methods Quote Link to comment Share on other sites More sharing options...
dleonhardt Posted November 3, 2019 Share Posted November 3, 2019 Another method I can think of when creating grout between big chunks, is duplicating the shatter planes you give to the Boolean SOP, use a Connectivity SOP to give your planes an attribute to tell them apart inside a Point VOP. Inside the Point VOP, you have to bind the attribute you created earlier and feed it into a Random VOP, which is set to output a 3D Vector and used as an offset for your noise. But this method isn't perfect as it requires additional cleanup due to some of the resulting pieces. Quote Link to comment Share on other sites More sharing options...
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