Breaking glass

   254   3   1
User Avatar
Member
538 posts
Joined: 3月 2014
オフライン
I'm trying to sim some breaking glass with the "rbdbulletsolver", and to prevent the cracks in the transparent fractured glass from showing in the render before they actually break, I use the "rbdconnectedfaces" and "rbddisconnectedfaces" so the cracks only show up where the glass is actually broken.

But it seems this setup with the "connected" and "disconnected" SOPs is not compatible with the "rbdconfigure" I use to tweak the material settings and timing, because when I enable this SOP the cracks in the glass show up everywhere.

Is this a bug, or does anyone know the secret to make a setup like this work ?

Attachments:
rbd.jpg (58.4 KB)

User Avatar
Member
9265 posts
Joined: 7月 2007
オフライン
RBD Configure Packs the Pieces
RBD Connected Faces expects unpacked geo so that it can detect the face proximities, therefore it will not work after Configure

so the order you want is

RBD Connected Faces
RBD Configure
RBD Solver
Unpack
RBD Disconnected
Tomas Slancik
CG Supervisor
Framestore, NY
User Avatar
Member
538 posts
Joined: 3月 2014
オフライン
Brilliant, thanks.

I guess I thought that is what disabling "create packed fragments" does in the RBDconfigure settings.
User Avatar
Member
9265 posts
Joined: 7月 2007
オフライン
toonafish
I guess I thought that is what disabling "create packed fragments" does in the RBDconfigure settings.
RBD Configure always creates packed primitives as all the configured properties are stored on their points as attributes

disabling creating Packed Fragments creates Packed Geometry primitives, so just a different type of Packed Primitive
Edited by tamte - 昨日 00:21:43
Tomas Slancik
CG Supervisor
Framestore, NY
  • Quick Links