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Raining Fuel (No Clustering)


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Here is a modification where the impact particle is set to slide. A trail sop is used to generate a line length, for the sliding particle, which is turned into a tapered polywire. The sliding polywire becomes the fuel source.

raining_fuel.gif

ap_raining_fuel_trails_111819.hiplc

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Now with synchronized large chunk fracture. I've activated Impact records on the PopSolver and use that to generate all the impact points. There is no constraint network, only managing the i@active attribute for the pre-fractured pieces. Trying to keep the scene as light weight as possible. Timed metaballs appear, hold in place, and disappear at the impact points to introduce force on the newly activated pieces.

raining_fule_fracture.gif

ap_raining_fuel_trails_fracture_111919.hiplc

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