Any tips on not to get artifacts when fracturing an object with high number of points on it...
And why is my physX object falling down a tidy bit when checking "ignore start penetration"
..... and is it possible to only cap holes at pieces that have broken constraints ?
Thank you very much
11-22-2021, 07:02 PM
(This post was last modified: 11-22-2021, 07:02 PM by tyFlow.)
What kind of artifacts? If it's black/flickering edges you can try to place a Smooth operator on your particles after the Voronoi Fracture.
Ignore Starting Penetrations is probably causing your stack of particles to fall down through the ground, because they're....ignoring starting penetrations (including those with the ground). You can use Particle Groups to filter what types of penetrations you want to ignore.
Not sure what you mean by your third question...
11-22-2021, 08:16 PM
(This post was last modified: 11-22-2021, 08:17 PM by tyFlow.)
If the input geo is really messy you'll run into artifacts, yea. First thing to check is that it's watertight (has no holes). A mesh with holes can give really weird fracture results. You can also try detaching all of its elements first before fracturing, since overlapping elements are another way to confuse the fracture algo.