RBD material fracture producing pieces that are too small

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I'm trying to do a car crash scene largely following the logic of this tutorial [www.youtube.com], which is creating vdb for the car, then use rbd material fracture to fracture them, and lastly use the fractured pieces to deform the original geometry.

However, I found my RBD fracture produces too many small pieces that does not seem to be properly constrained by connect adjacent pieces and RBD constraint properties; those pieces tend to flying off upon impact. As such, when used to deform the original geometry, produced a very exaggerated result.



Is there a way I can limit the smallest size of the fracture, or any other method, with which those tiny pieces can be eliminated?
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...Actually, in a closer look, it seems that the constraint is probably the cause.

There are some rogue constraint points floating around and, for some reason, does not seem to be much affected by others or collision.



Is there a way to remove or ignore them? And what might have caused them to exist?
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