Different styls of fractures

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Hello my friends

I know we can fracture any object with Voronoi Fracture SOP or use Make Breakable option in the Dynamic network.

both method take me same fracture style that useful only for rocks , walls or similar.

What about another styles such as Wood fracturing , Glass or etc ?

for example about wood we should have some long an thin pieces with sharp edges .

Is there another method to achive another styles ?
I think that's because Houdini only use Voronoi algorithm , right ?
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Sometimes I delete some points after Voronoi Fracture Point SOP to take different style :idea:
https://www.youtube.com/c/sadjadrabiee [www.youtube.com]
Rabiee.Sadjad@Gmail.Com
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try this

Attachments:
woodenFracture.hip (192.2 KB)

daniel bukovec | senior fx td | weta digital
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
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It's Clever way buki , I think the main part is rotating scattering points with xform2.
But I have one question ,why do you use Rest and VOP SOP for backing fractured object to base scale ?
Because we take same result if we use simple Transform node to back scaleX to 10 :!: :?:
https://www.youtube.com/c/sadjadrabiee [www.youtube.com]
Rabiee.Sadjad@Gmail.Com
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Yes , That's work perfectly , thanks.
But I think it can work only for some special projects.
What about if I wanna do it in the RBD Dynamics ?
Maybe I should change Fracture DOP network manually !?
I wanna create something like RayFire Wood destruction in the Max ,it can make very perfect wood destruction with perfectly details , Please check this videos :

https://vimeo.com/70413425 [vimeo.com]

https://vimeo.com/62777404 [vimeo.com]

Maybe Houdini need to add another fracture node with different algorithm (Voronoi for Rocks and another for woods) :!:
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Hey Jack =]

this is the Wood Setup i use most of the time and it gives nearly the same
result like your rayfire examples.

the shattering is based on the normal voronoi fracture scale down scale
back Thing - if you have a lot objects pointing in different directions it can
be a bottleneck, but i think most of the time Wood is horizontal or vertical
scalable

the key then is the ConeTwist constraint, it has an angle value, that can
be used to delete constraint during the Simulation. so the Wood is first a
bit bend and then breaks apart.

if you have any questions feel free to ask.

cheerz
de Heavy

Attachments:
basicWoodSetup.hipnc (324.8 KB)

Janko Kissel
Maya & Houdini Smoke and Demolition VFX-Artist
http://vimeo.com/heavyatvimeo [vimeo.com]
https://www.youtube.com/user/masterheavyone/videos [youtube.com]
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-heavy-
Hey Jack =]

this is the Wood Setup i use most of the time and it gives nearly the same
result like your rayfire examples.

the shattering is based on the normal voronoi fracture scale down scale
back Thing - if you have a lot objects pointing in different directions it can
be a bottleneck, but i think most of the time Wood is horizontal or vertical
scalable

the key then is the ConeTwist constraint, it has an angle value, that can
be used to delete constraint during the Simulation. so the Wood is first a
bit bend and then breaks apart.

if you have any questions feel free to ask.

cheerz
de Heavy


That's really perfect , Thanks Heavy
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Jack.N
-heavy-
Hey Jack =]

this is the Wood Setup i use most of the time and it gives nearly the same
result like your rayfire examples.

the shattering is based on the normal voronoi fracture scale down scale
back Thing - if you have a lot objects pointing in different directions it can
be a bottleneck, but i think most of the time Wood is horizontal or vertical
scalable

the key then is the ConeTwist constraint, it has an angle value, that can
be used to delete constraint during the Simulation. so the Wood is first a
bit bend and then breaks apart.

if you have any questions feel free to ask.

cheerz
de Heavy


That's really perfect , Thanks Heavy

Thanks very much Heavy for that help ! very simple and efficient ! Well Done Mate
https://vimeo.com/ckode [vimeo.com]
https://www.artstation.com/artist/ckode [artstation.com]
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