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Proxy Voronoi Fracture Rigid Bodies
Posted: 08 March 2018 11:42 AM   [ Ignore ]  
Total Posts:  10
Joined  2016-10-27

Hi

I’m looking to simulate some realistic breaks in a short amount of time. The detailing feature in R19 looks great, but using the Moving Mesh mode is just far too slow escpecially when I’m breaking up an object into thousands of pieces.

Is there a way that I can use the regular Voronoi Fracture shapes (pre-detailing) as a collision shape proxy which can easily be simulated in Convex Hull mode?

It doesn’t matter if the detailing intersects slightly because I’ll be rendering with motion blur and additional particle/smoke effects.

I’m assuming it may be via Xpresso, maybe similar to this trick: http://lesterbanks.com/2015/03/bake-mograph-animations-to-objects-using-xpresso/

Just want to make sure I’m on the right track really. Also wondering if there may be an even smarter way of going about it?

Thanks

Hayden

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Posted: 08 March 2018 03:56 PM   [ Ignore ]   [ # 1 ]  
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Hi Hayden,

Please have a look at this scene file and the one minute clip. This seems to be the fastest way to create an reaction to a collider for a large amount of objects. The Dummy sphere has to be as small as the smallest “chunk” from the Voronoi.

Scene file and clip:
https://www.amazon.com/clouddrive/share/PQ92ztMO0qbixrNCNOCxRU9iDW64omQzabphmmeUStx

This would be my first idea about Proxy/Dummies (if motion blur takes details away). Another one would be to avoid Dynamics and push the “chunks” out with an Random Effector with a Falloff and perhaps a Target Effector set to Repel, etc.

An example from another thread:
https://www.amazon.com/clouddrive/share/bK0GioZMCBrXrUamhVXiYfRNnGvtnxbztSo1qwJ05vJ
Use the HUD slider

Of course, you can produces for each “chunk” a Thinking Particle and use the options inside of TP for that. Then transfer the information back.

I’m happy to look into other option, just let me know where you feel the most comfortable. Please share if you can edit the renderings with different camera views, so the complete “explosion” can be set up more effectively.

Please note: The Tutorial Forum is for direct questions about a tutorial, hence why I moved this to Q&A.

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
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Posted: 08 March 2018 05:43 PM   [ Ignore ]   [ # 2 ]  
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P.S.: Here is the Thinking Particle version.

It takes the Voronoi Wall and feeds it initial information into Thinking Particles.

From there, a “trigger” is created (Null called FX), and its icon radius, Attribute Manager> Object> Radius, is used to define which Particles will start working. You can move (pos) and change (radius) it like a brush.

The particles follow gravity and such, and this information is then fed into a Matrix object, and inherited to a copy of the Voronoi Fracture.

Scene file and screen shot:
https://www.amazon.com/clouddrive/share/Ecr0WlmM82ukGvPhjdO4Z0r4bAgxbJHlUpVNJeAOJ7N

Please test this carefully for your needs and rendering set up, the Voronoi.TP-Driven needs to be MG-Cached before usable motion-blur results will be given with the Physical Render for example.

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.
https://www.youtube.com/user/DrSassiLA/playlists

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