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Fracture Test


CeeGee

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Ok.

Model was fracture with Max, script that is on this tread. It was very hard to do that, scrip is very unstable. It was breka in 1250 part.

Then I remove some part that was bad, and got 960 parts.

After that import in houdini. Setup the scene for Dop simulation. And wait around 30 hours for 300 frames.

After break the model, i will put realflow simulation the will fill Dragon shape and the water will colapse on dragon break model.

Edited by CeeGee
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From what I understand it's a nontrivial topology problem, which is why I assume that the max plugin is tempermental.

I'm on a show now where my associate is rolling his own version. It seems to work, but I'm sure it gets rather clever in bits.

Is there anyway to do this in Houdini? I tried the Fracture HDA but it seems not work very well.

Could anyone post some example files about "fracture"?

Tks.

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I'm just wondering how those amazing work could generate so realistic fracture effects. Did they make lots of cookie operations, use VEX, or some other advanced skills?

The links below are the things I really want to do by myself. Just don't have good ideas with fracture operation.

http://www.sidefx.com/index.php?option=com...&Itemid=279

http://www.sidefx.com/index.php?option=com...&Itemid=279

http://forums.odforce.net/index.php?showtopic=5159

I believe fracture and explosions are frequent effects in films and commercials, and there are some new tools with great results (http://www.tsnstudios.com/Default.aspx).

For Houdini, is there any efficient solution in this area? Is SideFX working on this or just leaving users to develop their own tools individually?

Thanks

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Yup, the glass of water was hand done using an asset that simplified the process a bit.

Attached is the one that was used on the glass. Though keep in mind this asset would need slight editing if you have other groups that you need to retain.

(for those not in the know, you need to use winrar to open this if on windows)

FracturingExample.tar.gz

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  • 9 months later...

Sorry to hijack this thread but I am working on a similar type of personal project atm and have hit some difficulties. :angry:

My main problem is generating debris from my lovingly hand cut complex geometry!

How do I 'tag' the faces/edges I want to emit particles from using the Debris tool?

Do I have to 'tag' custom groups in the source geometry and then access this data in the Debris too or is there a cleaner more eloquent way to do this?

I have attached a REALLY simple file - a 'medallion' shape in a really simple network (glue object/gravity/floor/debris*)

Can anyone help me out of my mental block? I have done most of the difficult (I think)

thanks in advance

*as of yet not performing!

DebrisTest.rar

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