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Fracture Test


CeeGee

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Thanks CeeGee!

If I read correctly this script (I don't know Maxscript) it does pretty the same thing what Fracture SOP does. The problem is in the Cookie SOP, which cannot handle all possible division correctly without human assistant. It leaves namely flat peace of geometry inside the object. Then it tries to divide it again and again. We stay with flying one-or-two-primitives shapes. Hard to tell how to fix it...

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Hi CeeGee,

First of all thanks for the idea, this max script seems to be a very good tool...

Do you think it is too hard to get it running under Max...

I mean... I really want to try it... but have no experience with Max at all...

Do you think its worth trying... or is it just far too complicated to set up the script and run it under Max?

Could you please put some step by step information if you think it is not that hard?

(...or maybe anybody experienced with Max and scripting under Max)

Thanks.

Edited by Symbolic
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Its very simple, if you want i can make tutorial for this script...

Do you want video tutorial or image with text tutorial..

Hi Everybody!

Thanks CeeGee... I have found a nice online tutorial with a video...

It explains how to install a Max script... And it worked for me.

http://www.scriptspot.com/script-installation-in-3ds-max

it has a video tutorial as well. So it is very good.

So CeeGee... could you please give little information about how you maintained a healthy geometry.

I have created a cube in Max 9, used the script on it and exported it as an OBJ...

Then I have imported it to Houdini, all the fracture groups were there... so it worked very nice in RBD...

But the geometry was a little bit messy... I have noticed that the geometry in your examples

is very clean...

I will try to post some images.

Thanks.

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Some time script can be bugy...

This is a object that i use in my simulation...

When you import use transformSOP and rescale it 0.1 - 0.1 - 0.1

DownloadLink: http://rapidshare.com/files/79946224/fracture_object.rar

So there is nothing special about creating the object in Max, the parameters of the script and the *.OBJ export from Max?

Because what I got was a cube with dark faces (twisted, messed normals?)... But the pieces were very nice...

Thanks for the files, I will have a look.

Edited by Symbolic
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Make a box in MAX, first time when you use the script i break in 10 object if you want smaler part you can select one of the them and use script again.

You can use this proces every time when you break some part in smaler parts...

You can try this OBJ I/O script it beter then default one...

gwObjIO_v0.94b_max_guruware.zip

Edited by CeeGee
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Make a box in MAX, first time when you use the script i break in 10 object if you want you can select one of the and use script again. You can use this proces every time when you break some part...

So it is better to break the object gradually? I think I will make a test sticking to your suggestions... and then post some results...

Thanks for your time and for your help...

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So it is better to break the object gradually?

Yes for me, sometime when you setup script to break i big number of object, script give you a error...

But when break the object gradually you can focus on part that you want to break...

You don't have to break all object in small parts...

Now i want to find best way to texture this kind of fracture object...

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Some time script can be bugy...

This is a object that i use in my simulation...

When you import use transformSOP and rescale it 0.1 - 0.1 - 0.1

DownloadLink: http://rapidshare.com/files/79946224/fracture_object.rar

I have imported your file. Reduced it to 0.1 0.1 0.1...

Here is the result:

fracture_look.jpg

Looking wrong?

(H9.0.794)

Edited by Symbolic
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A yes i forgot on that. That is problem when max export file.

Whan yo render in MAX it work fine...

Hi again CeeGee... So if I use the Max OBJ export script... this problem will be fixed?

Because as far as I remember your renders are from Houdini... right?

//

And thanks MIguel... I will try it as soon as possible.

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Thanks Miguel your solution is working....

You are the man

just make sure that you don't simulate the faceted polygons or otherwise you'll find the pieces collapsing to separate primitive fo each face. The workflow is like that: you import the ugly-looking pieces into dops and simulate with them. then import the geometry back to sops and then run the facet thingy on it. that way it will render fine.

hope this helps

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