ozonefx Posted December 15, 2022 Share Posted December 15, 2022 (edited) EDIT* Solved... sort of... it seems that you can't do it in one sim. First do an rbd with forces pushing up below the "waterline" and down above it to simulate gravity. The do a low res flip using the rbds as coliders. Then advect a new rbd sim with those velocities. Then do a high res flip. So lots of back and forth... Hello! How do you achieve this sort of thing? https://vimeo.com/153607646 or https://vimeo.com/312753480 I can get fractured rbds to float on water but i can't get them to work when I try do do it with constrains and colliders like the above examples. I have a scene with fractured geo (using material fracture sop) and a dopnet with geo as a "fractured object" (not packed) . This is held in place with glue and pin constraints. I have the flip (flat tank) solver feedback set to 1 (I've tried all different values, 0.1-10) and the merge set to mutual. everything is using volume collisions. I have the fractured geo plugged in to the "merge collisions" in the in the fliptank initial wavetank but i've also tried changing the waterline so there is no intial contact between the rbds and flip. It explodes. The fractured object pieces fly off or sink and the flip is out of control (overreacting to the rbd pieces). Thanks in advance! Edited December 19, 2022 by ozonefx Solved, sort of. Quote Link to comment Share on other sites More sharing options...
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