Implosia FX - new ICE based shatter
Re: Implosia FX - new ICE based shatter
I have attached scene file with simple sim topo on the null
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- sim_topo.rar
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Re: Implosia FX - new ICE based shatter
Very nice,thank you Mr.Core.
ICe Booleans!
ICe Booleans!
Last edited by Memag on 05 Sep 2011, 12:24, edited 1 time in total.
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- Posts: 94
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Re: Implosia FX - new ICE based shatter
Very nice, thanks a lot for releasing it Mr. Core ! seems to be a solid plugin so far.
Although it's already working on a duplicated/freezed version, it would be nice to have it working live with momentum operators (like Guillaume's factory shatter does). Is it regenerating the mesh at every frame?
some other suggestions:
- leave "enable shatter" checked by default (as tunning mode is also checked by default, thus it's fast)
- put some first valid nodes inside your compounds so that they don't display red. (even though they are working)
- lower the rate defaults for point generation nodes (bomb/fractal). They produce too many points (I had some hangs/crashes here)
other than that, sweet!!
I also have tons of appreciation for the boolean compound.
Fabricio
Although it's already working on a duplicated/freezed version, it would be nice to have it working live with momentum operators (like Guillaume's factory shatter does). Is it regenerating the mesh at every frame?
some other suggestions:
- leave "enable shatter" checked by default (as tunning mode is also checked by default, thus it's fast)
- put some first valid nodes inside your compounds so that they don't display red. (even though they are working)
- lower the rate defaults for point generation nodes (bomb/fractal). They produce too many points (I had some hangs/crashes here)
other than that, sweet!!
I also have tons of appreciation for the boolean compound.
Fabricio
Re: Implosia FX - new ICE based shatter
Hi Fabricio!
>>Is it regenerating the mesh at every frame?
Yes, because it placed at modeling stack , it uses "create topo" node, but if we do not change original topo this will be evaluated only one time
>>it would be nice to have it working live with momentum operators
I thinks we need deepest integration with momentum otherwise we will get cycle connection warnings
>>leave "enable shatter" checked by default (as tunning mode is also checked by default, thus it's fast)
Okay, I will correct it on next version, thanks
>>put some first valid nodes inside your compounds so that they don't display red. (even though they are working)
Actually I tried many variation of combining this node, but invalid texture projection is uncorrectable in this case
>>lower the rate defaults for point generation nodes (bomb/fractal). They produce too many points (I had some hangs/crashes here)
Hm, did you use triangulation ? Implosia has ability to shatter hipoly models with significant number of chunks but only if geometry is triangulated.But you are right, the rate in this compound by default is too high, agree. Can you sent me scene\obj model which is crashing with this rate nubmer ? My mail gbotfx@gmail.com
Thanks for your positive feedback!
>>Is it regenerating the mesh at every frame?
Yes, because it placed at modeling stack , it uses "create topo" node, but if we do not change original topo this will be evaluated only one time
>>it would be nice to have it working live with momentum operators
I thinks we need deepest integration with momentum otherwise we will get cycle connection warnings
>>leave "enable shatter" checked by default (as tunning mode is also checked by default, thus it's fast)
Okay, I will correct it on next version, thanks
>>put some first valid nodes inside your compounds so that they don't display red. (even though they are working)
Actually I tried many variation of combining this node, but invalid texture projection is uncorrectable in this case
>>lower the rate defaults for point generation nodes (bomb/fractal). They produce too many points (I had some hangs/crashes here)
Hm, did you use triangulation ? Implosia has ability to shatter hipoly models with significant number of chunks but only if geometry is triangulated.But you are right, the rate in this compound by default is too high, agree. Can you sent me scene\obj model which is crashing with this rate nubmer ? My mail gbotfx@gmail.com
Thanks for your positive feedback!
Re: Implosia FX - new ICE based shatter
You need any uv map on the object. Unique UVs projection works fine for most casesfabricio.chamon wrote:- put some first valid nodes inside your compounds so that they don't display red. (even though they are working)
Re: Implosia FX - new ICE based shatter
Hi Oleg,
I'm playing around with your great toolset.... and there is a questian?
Is it possible to make Inset Cracks not for all cracks the same? Maybe dependent on distance to a control object?
Thanks for your great work.
greets
nico
I'm playing around with your great toolset.... and there is a questian?
Is it possible to make Inset Cracks not for all cracks the same? Maybe dependent on distance to a control object?
Thanks for your great work.
greets
nico
Re: Implosia FX - new ICE based shatter
nicoM
Hmmm...I don't think so, but you can try to do fracturing twice ( with big inset value and small respectively) and then just blend point position attributes
Hmmm...I don't think so, but you can try to do fracturing twice ( with big inset value and small respectively) and then just blend point position attributes
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Re: Implosia FX - new ICE based shatter
thanks for the response!
I tried some setups with momentum and got the cyclic dependencies too.
my intention was to shatter based on the hit impact rather than collision distance (like you did on the sim_topo sample scene).
about the hangs, I'll try on triangulated meshes...should read the manual before posting. I know.. =)
if it keep crashing I'll provide you the test scene.
thanks
I tried some setups with momentum and got the cyclic dependencies too.
my intention was to shatter based on the hit impact rather than collision distance (like you did on the sim_topo sample scene).
about the hangs, I'll try on triangulated meshes...should read the manual before posting. I know.. =)
if it keep crashing I'll provide you the test scene.
thanks
Re: Implosia FX - new ICE based shatter
fabricio.chamon
Sorry for russian manual , I am working on eng version
Sorry for russian manual , I am working on eng version
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- Posts: 94
- Joined: 09 Jun 2009, 23:47
Re: Implosia FX - new ICE based shatter
No problem, I translated on google. not 100% correct but gives enough to understand...I'm reading right now..Mr.Core wrote:fabricio.chamon
Sorry for russian manual , I am working on eng version
one thing about UVWs and first valids: maybe if you handle the missing UVs in C (IFX Accessor compound), returning a single 3d vector (or 1 item array) in case it has no valid input, we should be able to get the first valid node working.
anyway, its also easy to drop any projection on the mesh before shattering, so just another suggestion.
- Hirazi Blue
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Re: Implosia FX - new ICE based shatter
Haven't found time to play with this yet - shame on me, obviously - but is it as far as simulation goes
"physics-engine-agnostic" or would you need something specific to play well with it?
"physics-engine-agnostic" or would you need something specific to play well with it?
Stay safe, sane & healthy!
Re: Implosia FX - new ICE based shatter
Hirazi Blue
Implosia has no built-in phys engine. I think there are two ways to simulate it - for number of chunks is > 1-2K - usage of mom RBD ( because xsi will die\sleep forever in case if each chunk will become a separated object ) or usage fake pointcloud simulation which controls our shattered geo by point-per-polyisland
Implosia has no built-in phys engine. I think there are two ways to simulate it - for number of chunks is > 1-2K - usage of mom RBD ( because xsi will die\sleep forever in case if each chunk will become a separated object ) or usage fake pointcloud simulation which controls our shattered geo by point-per-polyisland
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: Implosia FX - new ICE based shatter
Great work!
Can't wait to see the videos!!!!
I am new to softimage... however I use Cinema 4D and Maya.
But this just looks great.
DO I need the ICE modeling tools to run with this....?
I followed your Video on Vimeo
"Implosia FX ( voronoi fragmentation ) demonstration"
http://vimeo.com/27384738
I couldn't follow the steps at the beginning specially when you used the ApplyCaps...
I installed the add-on but no luck finding the Node...and I am running Softimage 2012....
any Ideas?
Cheers
Can't wait to see the videos!!!!
I am new to softimage... however I use Cinema 4D and Maya.
But this just looks great.
DO I need the ICE modeling tools to run with this....?
I followed your Video on Vimeo
"Implosia FX ( voronoi fragmentation ) demonstration"
http://vimeo.com/27384738
I couldn't follow the steps at the beginning specially when you used the ApplyCaps...
I installed the add-on but no luck finding the Node...and I am running Softimage 2012....
any Ideas?
Cheers
Re: Implosia FX - new ICE based shatter
eyadorabi
Hmm, In this video I dont use any capping tools, just the implosia's compound and there is no addons, at this momment implsoia has only the workgroup which you need to connect from the plug-in manager. Can you find any from those compounds: Implosia FX \ Apply materisl Data - in the ICE preset manager ?
Hmm, In this video I dont use any capping tools, just the implosia's compound and there is no addons, at this momment implsoia has only the workgroup which you need to connect from the plug-in manager. Can you find any from those compounds: Implosia FX \ Apply materisl Data - in the ICE preset manager ?
Re: Implosia FX - new ICE based shatter
Yes I do.. and many thanks for your prompt response!
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