Fracture and cloth operations in the same SIM.
#1
Hi,
Is it possible to have both a voronoi fracture and physx op colliding and interacting with a cloth simulation where both affect each other? Say fractured piece of rock fragments being poured into a sack or something like a person turned to stone and fractures both the clothing remains as cloth and is of course affected by the fragmented and falling parts of the stone figure. How does one set up both operations in one scene simulation. Have not seen any tutorial or commentary on this.

Thanks and Cheers.
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#2
No response? Is this process possible if so anyone with an idea how to set it up?
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#3
(08-31-2019, 02:59 PM)Kentonia Wrote: No response? Is this process possible if so anyone with an idea how to set it up?

I think your request is in development. One way to fo this is to bake or export your fractured geometry and use it as a collision with the cloth in new flow. 

Good luck

http://forum.tyflow.com/thread-1039.html
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#4
Currently the only way to get 2-way interactions with cloth and PhysX is to create your cloth but set the binding strengths to 0 (or even de-activate the particles), then apply PhysX shapes to the particles and re-bind them with PhysX binds. So the initial Cloth Bind sets up the cloth driver particles, but PhysX handles everything else. It's hacky but there's no reason why you couldn't get an acceptable result for simple setups. The biggest drawback is the speed of the solvers....the native bind solver can handle hundreds of thousands of particles pretty easily, however PhysX is going to run like molasses once you get above 10-20k particles on a beefy machine. So for cloth that has a large number of vertices it may become frustratingly slow.
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#5
Ok. Thanks for the pointers. I will give it a shot.
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