09-02-2019, 08:04 PM
Ok,
so it seems I achieved a semi-result I wanted in my question.
https://youtu.be/5VyOTyzMTdk
Now, my PhysX binds not worked really good with teapot and Torus Knot scenes (still gotta practice bindings), but overall, that's the result I wanted.
If Anyone interested how I achieved this, the basic thing is fracture set to "random on shape surface"
So,
1) Make a standard Tyflow, shape birth, voronoi, and that's all (you define here "big chunks")
2) Then make a voronoi leads to another event with second voronoi but with "random on shape surface".
and that's it....
Apply PhysX later, as you want...
It seems that that second voronoi set to "random on shape surface", tends to brake fragments on the edges, and that is exactly what I want.
I am still trying to achieve better methods, so any feedback would be appreciated.
I might create another thread on "general discussion", because the people tends to go there more frequently. :
Cheers
so it seems I achieved a semi-result I wanted in my question.
https://youtu.be/5VyOTyzMTdk
Now, my PhysX binds not worked really good with teapot and Torus Knot scenes (still gotta practice bindings), but overall, that's the result I wanted.
If Anyone interested how I achieved this, the basic thing is fracture set to "random on shape surface"
So,
1) Make a standard Tyflow, shape birth, voronoi, and that's all (you define here "big chunks")
2) Then make a voronoi leads to another event with second voronoi but with "random on shape surface".
and that's it....
Apply PhysX later, as you want...
It seems that that second voronoi set to "random on shape surface", tends to brake fragments on the edges, and that is exactly what I want.
I am still trying to achieve better methods, so any feedback would be appreciated.
I might create another thread on "general discussion", because the people tends to go there more frequently. :
Cheers