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 Post subject: Re: Implosia FX - new ICE based shatter
PostPosted: 05 Sep 2011, 13:34 
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Joined: 24 Sep 2010, 18:28
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fabricio.chamon wrote:
- put some first valid nodes inside your compounds so that they don't display red. (even though they are working)

You need any uv map on the object. Unique UVs projection works fine for most cases

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 Post subject: Re: Implosia FX - new ICE based shatter
PostPosted: 05 Sep 2011, 14:36 
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Joined: 10 Jun 2009, 11:24
Posts: 18
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


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 Post subject: Re: Implosia FX - new ICE based shatter
PostPosted: 05 Sep 2011, 15:21 
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Location: Kharkov, Ukraine
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


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 Post subject: Re: Implosia FX - new ICE based shatter
PostPosted: 05 Sep 2011, 15:21 
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Joined: 09 Jun 2009, 23:47
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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


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 Post subject: Re: Implosia FX - new ICE based shatter
PostPosted: 05 Sep 2011, 15:23 
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Joined: 10 Aug 2011, 12:35
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fabricio.chamon
Sorry for russian manual , I am working on eng version :)


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 Post subject: Re: Implosia FX - new ICE based shatter
PostPosted: 05 Sep 2011, 15:54 
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Joined: 09 Jun 2009, 23:47
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Mr.Core wrote:
fabricio.chamon
Sorry for russian manual , I am working on eng version :)


No problem, I translated on google. not 100% correct but gives enough to understand...I'm reading right now.. :)

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.


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 Post subject: Re: Implosia FX - new ICE based shatter
PostPosted: 05 Sep 2011, 17:08 
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Haven't found time to play with this yet - shame on me, obviously :ymblushing: - but is it as far as simulation goes
"physics-engine-agnostic" or would you need something specific to play well with it?

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 Post subject: Re: Implosia FX - new ICE based shatter
PostPosted: 05 Sep 2011, 17:35 
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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 :D ) or usage fake pointcloud simulation which controls our shattered geo by point-per-polyisland :)


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 Post subject: Re: Implosia FX - new ICE based shatter
PostPosted: 05 Sep 2011, 19:36 
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Thanks for the info! ;)

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 Post subject: Re: Implosia FX - new ICE based shatter
PostPosted: 19 Sep 2011, 23:05 
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Joined: 14 Sep 2011, 00:01
Posts: 9
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


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