RonensArt Posted November 13, 2008 Share Posted November 13, 2008 (edited) Hey guys, Iv been working on this little project recently. and want to share the process with u guys, So basically its a Fracture RBD sim: -dividing a grid into a lot of shapes. -Giving each primitive a random color. -Group by color (Partition sop) into dops. pretty easy to set up! Now I'm working on rendering. been testing the Photon Maps and PRB render. Sim Flipbooks: www.RonensArt.com/FlipbookA.mov (8m) Cheers! Edited November 14, 2008 by RonensArt Quote Link to comment Share on other sites More sharing options...
anakin78z Posted November 14, 2008 Share Posted November 14, 2008 Ooo, I like your colors. Unless you want the whole thing to fall apart, it might be nice to keep some glass along the window frame. One way to do that would be to manually pick the pieces and exlude them from the sim. Another way I've used is to check on the impact data, and unless there's a strong enough impact, keep the shard in a group which doesn't get affected by gravity. That way the pieces will stick until hit hard enough. -z Quote Link to comment Share on other sites More sharing options...
old school Posted November 15, 2008 Share Posted November 15, 2008 (edited) I agree you need to keep some pieces in the frame. Here's a trick I use and have been passing around. If you don't want your RBD pieces to move, set either their density (if you are computing mass from density, the default behaviour) or mass or both for that matter to zero and they won't be affected by any forces or collisions ***but*** they still register impacts (that's the main reason for this method ). Use groups as anakin has mentioned to hold back those pieces and append a Modify Data DOP working on that group and with the Data Name left at Position, add your two values. First Value Name is density and Float set to 0. Second Value Name is mass and value to 0. Now simply key the Activation from 1 to 0 at the frame you want to release those pieces. Comes in handy when some pieces in a glue RBD hierarchy have their mass set to 0. Edited November 15, 2008 by old school Quote Link to comment Share on other sites More sharing options...
RonensArt Posted November 16, 2008 Author Share Posted November 16, 2008 Thanks for the advises guys, Here's the animation: www.RonensArt.com/shutterwin.avi (11m) -RT Quote Link to comment Share on other sites More sharing options...
anamous Posted November 16, 2008 Share Posted November 16, 2008 Thanks for the advises guys,Here's the animation: www.RonensArt.com/shutterwin.avi (11m) -RT I love the color palette, specially the interior. Your glass is one sided eh? That's causing a refraction that is way off. Try taking your simulated geometry and extruding it just a bit along its normals, so that your glass has some thickness - this will help reduce the distortion that the refraction causes and help with the realism. Also, I personally feel that this shot would benefit greatly from motion blur. Cheers, Abdelkareem Quote Link to comment Share on other sites More sharing options...
RonensArt Posted November 17, 2008 Author Share Posted November 17, 2008 I love the color palette, specially the interior. Your glass is one sided eh? That's causing a refraction that is way off. Try taking your simulated geometry and extruding it just a bit along its normals, so that your glass has some thickness - this will help reduce the distortion that the refraction causes and help with the realism. Also, I personally feel that this shot would benefit greatly from motion blur.Cheers, Abdelkareem Actually the Glass has 2 sides, and it was extruded before Dop's! thr refraction is to much for a window... I would fix that! and motion blur is enable as well. also DOF, Thanks man -RT Quote Link to comment Share on other sites More sharing options...
anakin78z Posted November 17, 2008 Share Posted November 17, 2008 I would agree that something looks off about the refractions. Check to make sure your normals are all correct, and that the primitive normals don't need to be inverted. Also, try to vary the size of the shards greatly. Looking good though! Cheers, -z Quote Link to comment Share on other sites More sharing options...
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