voronoi smoothing and simulation problems
#1
Hi,

Thank you Tyson for this fantastic plugin, its really cool.

But I have two problems, if you can look at this please:

First: I convert a simple sphere to particles and use Voronoi Fracture, but polygon smoothness is bad. Sphere fall down and looks fragmented allready. I think Rayfire fix this issue somehow in latest versions. Is there something we can do with this?

Second: I tried to fix this problem with different approach. I send particles to the second event with PhysX Collision and put Voronoi Fracture there. Sphere looks ok now, but when hit the ground, it goes up before fragment and after that all fragments fall down. It looks really weird. Am I missing something or should I do this in different way?

Please look at two videos:
https://drive.google.com/file/d/1K-IR-jO...sp=sharing
https://drive.google.com/file/d/1caNXgdO...sp=sharing

Thank you.

Jiri Matys
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#2
Hi,

The fragmented look of the particles is mostly due to implicit normals being used...this is on the todo list to fix.

As for your second text...that is strange, yes. Fractured particles should inherit the velocity of their parent. The fracturing happening after the particle hits the ground is expected when the time step is set to 1 (default). That's because the PhysX step happens after all operators are computed. So the voronoi fracture operator isn't told that anything collided until the next time step, so at the end of the first time step after the sphere collided, the fracture doesn't occur yet. You can try to remedy this visually by setting your tyFlow time steps to (1/2) instead of (1 frame) in the modifier panel.
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#3
I tried this and it didnt help. There is still a gap between hit and fragmenting, which doesnt have a speed from previous event. Maybe I am doing something wrong.
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