04-03-2023, 05:39 AM
Sorry for this newbie question but this is killing me, I can't get objects to shatter realistically in terms of the fragment's behaviour after the object collides and is is broken up.
I need to do some dishes realistically shattering, right now I have some of the dishes strike an invisible collision object be broken up by a veroni fracture, then continue from there. But the effect I get is of the object just continuing on its way, the fragments diverging slowly in their trajectory, it doesn't bust up and fly apart in a realistic, dynamic manner, the objects colliding and spinning apart etc. I've included a playblast to show what I mean
Can anyone direct me to a tyflow demo file I can use as a base to see how breakage/shattering is done more realistically? Or give me some advice on the proper/settings node to use? I'd really appreciate it
I need to do some dishes realistically shattering, right now I have some of the dishes strike an invisible collision object be broken up by a veroni fracture, then continue from there. But the effect I get is of the object just continuing on its way, the fragments diverging slowly in their trajectory, it doesn't bust up and fly apart in a realistic, dynamic manner, the objects colliding and spinning apart etc. I've included a playblast to show what I mean
Can anyone direct me to a tyflow demo file I can use as a base to see how breakage/shattering is done more realistically? Or give me some advice on the proper/settings node to use? I'd really appreciate it