there is seckanluk_01.obj file missing in your scene so i can not test it
but from what i see in your RBD fractured object you heve Glue Strength set to -1 which means that it will not break no matter what try setting it to some higher number
also you should have group for each shattered piece of geometry like piece0, piece1, piece2…pieceN and then specify group mask in RBD fractured object like piece*
I've attached a hip file though your File SOP wasn't locked so I replaced it with a sphere instead.
The main issue is after the Break SOPs, you should use an Assemble SOP to make groups for each broken piece. In your setup, you used a Group SOP to group all the primitives and to DOPs, that means one DOP Object.
If your purpose is creating shells instead of chunks of geometry, you can't use SDF to represent the pieces in DOPs which will slow things down a lot.
If you want chunks, turn on “Create Inside Surfaces” on the Break SOPs.
oh, yes, I used various examples trying to figure things out, so maybe something is left behind… but the setup with a human torso is the one I am trying to make.
I hope it makes more sense now.
… I am trying the thing with groups and glue strength right now….
ok, I got the point… stickies are very helpful thanks… now, how can make rbd fracture object (torso in my case) stays in place till impact. I am trying to find that in docs but no luck..
and one more thing: how to make geometry faces become separated peaces of geometry (instead of using several breaks)?
something strange happens… just like that… brake stops functioning and reports errors… here's a quick screenshot.
If I close the scene I'm working on and open a new empty one, lay down a geometry sop (plane, tube, box) whatever… and after I apply break everything messes up and disappears. If I quit houdini, and do the same steps everything goes without a problem.
Am I missing something or this is some buggy behavior?