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Voronoi Fracture settings?
Posted: 26 September 2017 10:45 AM   [ Ignore ]  
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Joined  2013-04-10

Hey,
I tried to post this one yesterday but it seems that it didn’t come through.

I did some tests with the new Voronoi Fracture Features but encountered some strange behaviors when working with models from the content browser instead of simple cubes, spheres ect.
So I would love to know how you guys setup your models for using the Voronoi Fracture Tool:
- I found it really hard to use the detailing setting when working with small models. If you take a look at the plate in the attached file, there is for some reason no effekt no matter how much you try to alter the settings. Do you guys scale up you model before using this feature?
- How do deal with stray polgons when using the Voronoi Object? If you take a look at the plate or the mugs handle it generates holes and additional nasty polygons that shouldn’t be there. Using the close holes and optimize setting doesn’t help here.
I guess the Voronoi Frature Tool works best with models with an even Quads distribution but what if that is not possible because you get a model from another artist/stocklibrary.
- I’ve noticed that the connector doesn’t really work when a Dynamics tag set to Moving Mesh is applied to the model. Also using the deformed Mesh option doesn’t help in this case. I had to use the Automatic Shape mode to get it to work again. Is this supposed to work this way or a Bug?

Maybe you guys can help me out with my questions.
I had to upload the file into my Dropbox ecause it would exceed the maximum upload limit, so here is the Link to it: https://www.dropbox.com/sh/itczjzaveb7rg88/AABy2zjFXaBckmTcnoWIWEs3a?dl=0

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Posted: 26 September 2017 03:10 PM   [ Ignore ]   [ # 1 ]  
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Hi Maui,

Thanks for the file.

I assume that you clear the cache before you create any change.
Anyway, it works here and no problems, if the cache is cleared.

Stray Polygons? In the Pumpkin? I have to invest more time into that. I compared it to similar object, perhaps the support has an idea. BTW. The Normals where off. Something with that model is off. Is that model crucial to you or just an example?

There are some limitations, which are discussed in this series, especially for example here:
https://www.cineversity.com/vidplaylist/voronoi_fracture_reference/r19_voronoi_fracture_reference_fracturing_enhancements_detailing

With the Moving Mesh, the cash is working on it since a half hour. I will come back later on this.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
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Posted: 26 September 2017 05:26 PM   [ Ignore ]   [ # 2 ]  
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Maui, I have made up several set ups, and you might check that of course with your own mixture of ideas, as you said, you explore this area for now. Always, check a mesh from any source, there is certainly no harm done in doing so, but perhaps a lot if not.

Here is a scene file with the way I would suggest to do it:
https://www.amazon.com/clouddrive/share/noaEfW5mRnVOqsiweS4GTB82lSPSOVss6f2FOG2hXNq

You either combine the two parts of the model into one, or you set up both separately. To group them with a null and let the Voronoi do all the work seems to lead to weird results.

In the moment I have just one model under it, all the problems disappeared. Of course, I fixed the Normals and optimized the mesh, just in case. The mesh was not perfect to begin with.

Even the extreme demanding Moving Mesh works pretty fast then.
So, since I never had a combined model group under such an object in R19, this is my current result.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

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Posted: 27 September 2017 01:34 AM   [ Ignore ]   [ # 3 ]  
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P.S.: I made several tests more, to answer your question.

Scene file.
https://www.amazon.com/clouddrive/share/fWIH9im7Eutw9Qc2RDwr8aD03qaHd0cYOuOIkqnvCt4

The Cube in question here is a 2cm sized object. I can’t see any male functioning here. Given all scale ideas and preferences I think that is to be expected. To change the parameters, got to the File> Project Settingsā€¦>Dynamics [CMD+D].

The parameters will change the outcome, but use it carefully, if you like to stay in “kind-of” expectable behaviors.

I tested even the Moving Mesh settings. I create those scenes from the scratch, so I know what I have in the scene.

I hope that helps.

My best wishes

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

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Posted: 27 September 2017 02:29 PM   [ Ignore ]   [ # 4 ]  
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Hey Dr. Sassi,
thanks for your help.

Yeah the pumpkin has flipped normals that causes it do generate some stray plogons I guess. It was just a random pick from the content browser to have something to break. As you mentioned it is probably best to combine the meshes before breaking them.

But even in your CV2_r19_drs_17_MGpk_02.c4d file the fragments push away from each other resulting in a broken apart model on frame 1. I have made a screenshot. Also in the Cube scene the parts push apart as soon as I hit the play button(I set the offset value to 0 to check it. Using the deformed Mesh option didn’t help

Generating the Moving Mesh Cache took also quite a long time on my machine.

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Posted: 27 September 2017 03:21 PM   [ Ignore ]   [ # 5 ]  
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Hi Maui

Yes, it does, so, check your project settings. You will be able to change that to a certain degree, perhaps even very close to keep things in scale (to a real world scenario) and have it working that way.

My best wishes

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
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Posted: 28 September 2017 05:57 AM   [ Ignore ]   [ # 6 ]  
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I think what pushes the parts appart is the Collision Margin in the project setting. Combined with the Steps per frame you can force it to stay together even when Moving Mesh and Connectors are used.

But I’m still not sure how to avoid the nasty stray polygons and holes on the mug as well as the plate

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Posted: 28 September 2017 12:57 PM   [ Ignore ]   [ # 7 ]  
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Hi Maui,

Please have a look at this file and screenshot:
https://www.amazon.com/clouddrive/share/6xinEp6sData0I25mLDUvyndWCFARAusQqO2HLDYKZF

I have made a copy of the Mug editable, so it is without any other influence viewable. If I check off N-Gons, the triangulation will produce a complete differnt result, and I can reproduce there your problem. Which means, the next step is the Support, if that is something you want to have cleared, with this specific setting. Even thought that might qualify more for a “limitation”. But I will not speak for the support of course.
https://www.maxon.net/en-us/support/how-can-we-help/

In the tutorial series about the Voronoi Fracture Object you will find some discussion about limitations. But I hope the file will already allow to get this cup set up in a clean way.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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