I hope to add a "Voronoi Fracture" modifier - Printable Version +- tyFlow Forum (https://forum.tyflow.com) +-- Forum: tyFlow Discussion (https://forum.tyflow.com/forum-1.html) +--- Forum: Feature Requests (https://forum.tyflow.com/forum-4.html) +--- Thread: I hope to add a "Voronoi Fracture" modifier (/thread-3742.html) |
I hope to add a "Voronoi Fracture" modifier - cgdvs - 06-25-2023 Hi,Tyson! Recently, there have been a large number of rigid body crushing projects in production, and I am very satisfied with the speed of tyflow Currently, there is a small feature suggestion that I don't know if it can be added I hope to add a "Voronoi Fracture" modifier Why add the "Voronoi Fracture" modifier? My project has a large number of houses to be broken, but if I read them into particles and use the "Voronoi Fracture" operator to break them, I have to go through a long wait for breaking updates every time I adjust parameters. This wastes a lot of time. Therefore, I really hope to have a "Voronoi Fracture" modifier to break the houses in advance. This way, I don't have to wait for breaking calculations every time I adjust other parameters Of course, you can also use the "Voronoi Fracture" operator in particles to break them and export them as objects. This process is not that convenient, Of course, if possible, I would still like to see the addition of "display normals". This has a very positive significance for fragmentation RE: I hope to add a "Voronoi Fracture" modifier - d4rk3lf - 06-26-2023 You can do a voronoi in the first TyFlow. Create second Flow, add birth Flow operator, pick the first TyFlow... and there you go. You can just do whatever you want in the second Flow, and it won't fracture it over and over again. I do it all the time. RE: I hope to add a "Voronoi Fracture" modifier - cgdvs - 06-26-2023 I also added that I did the same. I just hope the process can be simpler RE: I hope to add a "Voronoi Fracture" modifier - d4rk3lf - 06-26-2023 I don't want to contradict you, and Tyson or everyone else can prove me wrong, but here is my thoughts: - I don't see how there can be any difference in time calculating between voronoi as modifier, and birth flow that we already have. With modifier it can be even slower, if that modifier is similar to Rayfire, because you will still need to brake to elements after you add a model with vornoi modifier. - I haven't seen you mentioned "birth flow", you mentioned export to object, and you rightfully said it's not really convenient (and I fully agree), but with the birth flow you don't have that extra export/import step, it does that automatically, and it keeps all fragments into ram, and you can do with them anything you like, without re-calculating fragmentation. Long story short: I don't see any more convenient and faster method then birth flow. I might be wrong, of course.... just my thoughts... RE: I hope to add a "Voronoi Fracture" modifier - cgdvs - 06-26-2023 Okay, since you're asking why, I'll explain it in detail First of all, you said: I am also using the method of creating a new particle to break the house. However, it is a bit troublesome and requires re exporting the object 1: So why export objects? The scene you may be facing is not very big. I am currently working on a large-scale earthquake scene and there are hundreds of houses that need to be broken and collapsed. If I simply put the houses inside the particles and use the "Voronoi Frame" operator to break them, the waiting time for the break may be a few minutes, and the computer memory may also be full. That's why I don't use the "Voronoi Frame" operator to break them 2: Why break up in advance instead of using element separation? These houses cannot be separated according to the true elements. Because this is a large-scale earthquake simulation, where the tiles, bricks, windows, and doors of each house are collapsed together, each building being an object. If element separation is used at this time, all objects will be separated. The reason why I collapsed all objects into one object is that, One is the ability to quickly handle a large number of broken objects and avoid false simulations such as bouncing apart from each other If I simulate according to the real classification, walls are walls, tiles are tiles, and windows are windows, the consequence of doing so is that I will be exhausted to death, I don't know if I've made this clear, but if you don't, it's okay. When you actually create a large-scale fragmentation scene, you'll understand the importance of breaking all objects in advance before importing particles There are two issues with the "RayFire" - "RayFire Voronoi" modifier 1: Although it has explicit normals and excellent fragmentation effects, its speed is very slow, and when dealing with complex objects and high number of faces, using the "RayFire Voronoi" modifier requires a very long wait time 2: After using "RayFire Voronoi" fragmentation, if I use its export to objects, it will separate all element objects, while tyflow_ Voronoi Fracture Export Particles Objects is the object that I need to export in particles. It is not exported in elements The above is why I hope to add the "Voronoi Fracture" modifier. Faced with a complex scene, any waste of time will bring multiple times of time waste to the subsequent production, modification, and simulation. I hope I can clarify why RE: I hope to add a "Voronoi Fracture" modifier - cgdvs - 06-27-2023 I use the Voronoi Fracture operator in particles to break houses (the number of vertices and faces of the model that need to be broken is relatively high), and can only break four or five houses at a time. As 128GB of computer memory will be used up after adding more, I will export four or five houses as scene objects after breaking them, and repeat this operation repeatedly. This is really a very large and troublesome process RE: I hope to add a "Voronoi Fracture" modifier - d4rk3lf - 06-29-2023 I still don't see how voronoi as modifier would make anything like that more simplified and intuitive then birth flow operator. Or more memory /speed efficient. I might be wrong, of course. @Tyson Any thoughts? RE: I hope to add a "Voronoi Fracture" modifier - cgdvs - 06-30-2023 As a modifier, it can collapse into multiple objects for export. Just like RFIRE's modifier, after splitting, it no longer exists. This way, it does not take up more resources RE: I hope to add a "Voronoi Fracture" modifier - d4rk3lf - 06-30-2023 But you wanted to avoid multiple objects for export, and I agree this step is not necessary. Birth flow solve these things. If you are talking about Ram consumption.. Ram is Ram.. if you run out of Ram with TyFlow operator, you will run out of Ram with modifier too. It doesn't matter how big or small sim is, same principles apply. |