General Worklflow for fracturing effects

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Johan Forsgren

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May 23, 2013, 10:58:57 AM5/23/13
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Hi list!
We are right in the start of a new project, and we need a fracturing effects, basically an object that fractures into larger chunks, hits the floor and shatters some more. 

Now, I have about zero experience with fracturing effects, We are looking into implosia and momentum but Im not sure, the tests i have made in the past makes me think you have to freeze the fractured geometry before applying dynamics?
Its more memory efficient for sure, but it makes the second fracture once the chunks hits the ground somewhat tricky. How would you go about doing this? 


Thanks

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Erwan Naudin

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May 23, 2013, 11:24:52 AM5/23/13
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Hi

well you can freeze the fractured geometry before dynamics of course, but if you want something more simple, you can just make the fractured geometry "on live" while simulating, which will allow you to have total control over the kind of multiple fracturations you seem to be looking for, and implosia + momentum can do this pretty easy! 

cheers


2013/5/23 Johan Forsgren <johan.f...@edithouse.se>

adrian wyer

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May 23, 2013, 11:28:14 AM5/23/13
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latest momentum has dynamic fracturing... it's very powerful (if a little unstable at times)

 

although make sure you allow yourself a few weeks to get up to speed, the manuals leave much to be desired, but there are some good video tuts

 

a

 



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Johan Forsgren

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May 23, 2013, 2:35:14 PM5/23/13
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Thats good to hear :)  Though I need to show something for the clients by Thursday, so there's not a lot of time to be getting up to speed with anything. In a few weeks this whole project will be over :D 

Is there any documentation on this features by any chance?


On Thursday, May 23, 2013, adrian wyer wrote:

latest momentum has dynamic fracturing... it's very powerful (if a little unstable at times)

 

although make sure you allow yourself a few weeks to get up to speed, the manuals leave much to be desired, but there are some good video tuts

 

a

 


From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Johan Forsgren
Sent: 23 May 2013 15:59
To: soft...@listproc.autodesk.com
Subject: General Worklflow for fracturing effects

 

Hi list!

We are right in the start of a new project, and we need a fracturing effects, basically an object that fractures into larger chunks, hits the floor and shatters some more. 

 

Now, I have about zero experience with fracturing effects, We are looking into implosia and momentum but Im not sure, the tests i have made in the past makes me think you have to freeze the fractured geometry before applying dynamics?

Its more memory efficient for sure, but it makes the second fracture once the chunks hits the ground somewhat tricky. How would you go about doing this? 

 

 

Thanks

 

--

JOHAN FORSGREN

CG ARTIST

Phone + 46 31 752 20 00

johan.f...@edithouse.se

Direct  + 46 31 752 20 07

Follow Edithouse at at twitter.com/edithouse

example's logo

 

Edit house Film Works

Mirko Jankovic

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May 23, 2013, 3:11:19 PM5/23/13
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Well option is to go fast through couple starting momentum tutorials, catch couple tricks and build something from that. 
Another option is to hire someone that knows how to do that fast for this project and learn for other ones so you keep budget in the house.
I don't think that there is any other option.
But depending on your familiarity with ICE it shouldn't be too hard to create some basic look.
Also there was an tutorial announced recently about shattering ground and I think I saw some shuttering of biger parts into smaller ones as well in there. Maybe that can help..
There it is but I never saw a single tutor from these guys so I can't really tell how good are they.

olivier jeannel

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May 23, 2013, 3:37:49 PM5/23/13
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If Implosia 2 is still in beta try to subscribe to the beta list. I tested it for a short job 2 or 3 weeks ago, and it was furiously fast and stable (compared to the 1.6 version).

Adam Sale

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May 24, 2013, 1:02:56 AM5/24/13
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agreed. 2.0 is able to generate far higher shatter counts than 1.6, and faster too. 
The texture map based workflow leaves a little to be desired in terms of detail of shatter, but other than that, the rest is pretty rock solid. 
(Please tell me I'm wrong about the texture map based workflow :-)  )

Adam
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