realistic shattering
#1
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


Attached Files
.mp4   trpflowbreakage.mp4 (Size: 903.14 KB / Downloads: 146)
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#2
From the preview file, it seems that you fractured object, few frames after collision, so that's why it looks weak, imho. 
Try fracture it 1 or 2 frames before  collision, and it should look better.
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#3
Latest build has a 'future collisions' option in the PhysX Collider operation so you don't need to do the trick where you fracture the frame before to get nice collisions.

For something as specific as a single plate, I would also pre-fracture using tyCarve for more irregular fracture patterns.

Attached is an example of both.


Attached Files
.max   shatterPlate.max (Size: 724 KB / Downloads: 158)
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#4
(04-03-2023, 08:24 AM)d4rk3lf Wrote: From the preview file, it seems that you fractured object, few frames after collision, so that's why it looks weak, imho. 
Try fracture it 1 or 2 frames before  collision, and it should look better.

ill give that a try thanks

but is there a better way of doing it than pre-shattering? The impact is what's supposed to break the object and it would feel allot better if the shattering seem to be driven dynamically by the impact, kind of like how reyfire does it.
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#5
The Voronoi Fracture operator has a mode where it'll generate its fracture points from PhysX Collision info. This allows you to fracture objects based on their contacts with other colliders, however that mode isn't compatible with the "future collisions" option.
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