Using rbdmaterialfracture edge noise causes edges of initial geometry to distort

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Hi!

I'm trying to fracture a windshield with the rbdmaterialfracturenode. When Edge Noiseis enabled, it adds some really nice detail to the edges of the glass pieces, which I need. However, it also alters the silhouette of the original windshield. I've tried adding bevels and subdividing the original geo in an attempt to give it more geometry to work with. I've also messed with the fade from origin and fade from border attributes, but I can't seem to get any combination of values that allows both to have noise along the fractures but not along the silhouette.

Here's my setup (I've templated the original windshield for reference):


Thanks!
Anson
Edited by AnsonSavage - June 29, 2023 13:37:47

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2023-06-29_11-13.png (925.5 KB)

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The RBD Material Fracture SOP in glass mode has a limitation with curved glass.
It relies on finding the glass plane edges to limit the noise that is applied after the fracturing. This is problematic for a number of reasons - it introduces cracks between the pieces as well as not working for curved surfaces. A new mode for glass fracturing curved glass has been added to the next version of Houdini, however, in the meantime you can get a similar result using the method in this hipfile.

Attachments:
curvedGlassFracture.hip (825.0 KB)

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