CeeGee 68 Posted December 22, 2007 I have a prblem with FracureSOP, the i found some fracture script in 3dstudio max.. This is a tes with that in Houdini fx_fracture_RnD.rar Share this post Link to post Share on other sites
symek 373 Posted December 22, 2007 Which script for Max you were using? Is it available in public domain? Share this post Link to post Share on other sites
CeeGee 68 Posted December 22, 2007 http://scripts.breidt.net/mbFracture01a.mcr Share this post Link to post Share on other sites
Zanozza 5 Posted December 28, 2007 You can raytrace the image for more predictable fracture of your object: Share this post Link to post Share on other sites
symek 373 Posted December 28, 2007 http://scripts.breidt.net/mbFracture01a.mcr 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... Share this post Link to post Share on other sites
CeeGee 68 Posted December 29, 2007 This is a new test with same script but with big amount of object Simulation: 1430 objects - 150 frames - 8 Hours simulation time DownloadLink: http://rapidshare.com/files/79807043/Massi...racture_RnD.rar Share this post Link to post Share on other sites
Symbolic 0 Posted December 29, 2007 (edited) 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 December 29, 2007 by Symbolic Share this post Link to post Share on other sites
CeeGee 68 Posted December 29, 2007 Its very simple, if you want i can make tutorial for this script... Do you want video tutorial or image with text tutorial.. Share this post Link to post Share on other sites
Symbolic 0 Posted December 29, 2007 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. Share this post Link to post Share on other sites
CeeGee 68 Posted December 29, 2007 (edited) 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 Edited December 29, 2007 by CeeGee Share this post Link to post Share on other sites
Symbolic 0 Posted December 29, 2007 (edited) 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 December 29, 2007 by Symbolic Share this post Link to post Share on other sites
CeeGee 68 Posted December 29, 2007 (edited) 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 December 29, 2007 by CeeGee Share this post Link to post Share on other sites
Symbolic 0 Posted December 29, 2007 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... Share this post Link to post Share on other sites
CeeGee 68 Posted December 29, 2007 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... Share this post Link to post Share on other sites
Symbolic 0 Posted December 30, 2007 (edited) 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: Looking wrong? (H9.0.794) Edited December 30, 2007 by Symbolic Share this post Link to post Share on other sites
CeeGee 68 Posted December 30, 2007 A yes i forgot on that. That is problem when max export file. Whan yo render in MAX it work fine... Share this post Link to post Share on other sites
MIguel P 7 Posted December 30, 2007 Add a facet sop, set it to cusp polygons and then post compute the normals. I think that will work. Share this post Link to post Share on other sites
Symbolic 0 Posted December 30, 2007 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. Share this post Link to post Share on other sites
CeeGee 68 Posted December 30, 2007 (edited) [quote name='MIguel P Edited December 30, 2007 by CeeGee Share this post Link to post Share on other sites
ihab 0 Posted December 30, 2007 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 Share this post Link to post Share on other sites