Implosia FX - new ICE based shatter

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rray
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Re: Implosia FX - new ICE based shatter

Post by rray » 09 Oct 2011, 09:50

B-)
He's busy working on it, iterative seems to be coming along very nicely..
click for image (From softimage.ru forums)

To go even higher in pieces count, could make sense probably to shatter only a shell of the original geometry and fill the rest with instances of a few precreated meshes.

No luck yet with Constantine's polyisland to cloud workflow... it didn't work probably because the mesh wasn't one piece before I shattered it. Trying Andy Moorer's Emit SRT matched instances for that.
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iamVFX
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Re: Implosia FX - new ICE based shatter

Post by iamVFX » 09 Oct 2011, 11:14

Yeah, the workflow of current versions of scripts is little bit ugly by now, I have created a toolbar that make Implosia more user friendly, with shattering and converting to pointcloud multiple objects at once, I will share it when I'll be sure that it polished enough.
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Last edited by iamVFX on 09 Oct 2011, 14:07, edited 1 time in total.

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rray
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Re: Implosia FX - new ICE based shatter

Post by rray » 09 Oct 2011, 12:17

Looks good. For "pre-shattered" meshes the same script would probably work with an ICE tree that assigns PolyIslandIDs to the existing islands (using something like this)
Maybe the existing IFX compound could be modified so that existing islands are considered as well. No idea how difficult it would be.
btw nice to see you collaboration on this
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druitre
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Re: Implosia FX - new ICE based shatter

Post by druitre » 09 Oct 2011, 12:32

Thanks iamVFX, I'll keep an eye out

iamVFX
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Re: Implosia FX - new ICE based shatter

Post by iamVFX » 11 Oct 2011, 17:15

Implosia Tools 2.0 now available for download in my blog page. Main feature of the toolbar - ability to work with multiple objects at once
Last edited by iamVFX on 11 Oct 2011, 18:23, edited 1 time in total.

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Hirazi Blue
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Re: Implosia FX - new ICE based shatter

Post by Hirazi Blue » 11 Oct 2011, 17:36

Very nice :-bd
But maybe you know of the status of Implosia FX 1.1, which is a requirement for your toolbar also, but seems to have vanished from the internet except from our local download (even your own link to it seems to go nowhere, the only thing still availble through Google Docs is version 1.0). This puzzles me...
:-?
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iamVFX
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Re: Implosia FX - new ICE based shatter

Post by iamVFX » 11 Oct 2011, 18:21

Implosia group page was hacked, I told this to Oleg, it will be fixed soon. Check the direct link, maybe it will works for you

Moderator edit: i've hidden the very long URL behind the "direct link" text... - HB

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Hirazi Blue
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Re: Implosia FX - new ICE based shatter

Post by Hirazi Blue » 11 Oct 2011, 18:29

Yes, that link works! Good to know... (not that it was hacked, obviously) ;)
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Robert_XSI
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Re: Implosia FX - new ICE based shatter

Post by Robert_XSI » 13 Oct 2011, 16:05

Impolsia FX 2.0 can be downloaded, here.
http://procedural.tumblr.com/downloads/

Newcomer alert: please use the URL tags - HB

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Hirazi Blue
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Re: Implosia FX - new ICE based shatter

Post by Hirazi Blue » 13 Oct 2011, 17:48

I think you're mixing up "Implosia FX", the main tool by Mr.Core, of which the last version I know of was version 1.1 and the "Implosia Tools 2.0", the add-on by iamVFX, that still requires "Implosia FX 1.1"
;)
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Re: Implosia FX - new ICE based shatter

Post by Mr.Core » 14 Oct 2011, 11:31

Hi guys!
First of all, I am sorry for this delay.
I am still working on implosia and the future of this will be known soon.
The actual version is 1.1 , and I really don't know what the shit is going on with these google-docs, the settings of access changed themselves.
Also, there are additional tools ( toolbar and a couple of point-gen compounds for voronoi fracture ) by iamvfx ( Ifx tools 2.0 )

In version 1.1 of Implosia I removed central compound due to significant loading-in-tree time, and fixed some UV-bugs.
The Iterative fragmentation and original toolbar probably will arrive in v1.2.
And I'd like to say that I am working on branched product ( also as experiment ) from implosia which will be like "dynamical shatter"

Thanks for positive feedbacks!

PS Due to some technikal troubles I often cant answer right away

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rray
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Re: Implosia FX - new ICE based shatter

Post by rray » 14 Oct 2011, 13:00

Sounds really good :-bd

Throwing out some wishes/ideas on iterative mode ... don't know how much these would make sense at all ...

* Iterative mode controlled by point cloud.. (make a piece more likely to break if the center is in high density area of a point cloud)
* Delete very small pieces, instead add points to a pointcloud at their positions for use with instancing/volume rendering later.
* Make iteration ICE nodes chainable (plug node that does 3 iterations of this type into node that does 5 iterations of the other type etc...)
* Dynamic sounds great B-)
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Re: Implosia FX - new ICE based shatter

Post by Mr.Core » 14 Oct 2011, 13:18

>>Iterative mode controlled by point cloud
Already in list of improvements :)
>>Delete very small pieces, instead add points to a pointcloud at their positions for use with instancing/volume rendering later.
Hmm , do you mean some kind of dust\sand instead real geomertry of very very small sizes ?
>>Make iteration ICE nodes chainable (plug node that does 3 iterations of this type into node that does 5 iterations of the other type etc...)
Sounds very interesting, I'll notice it, thanks!

Approximated roadmap of implosia -
- add shape-curve based slicing
- add image-based slicing
- improve iterative type

But there are possible any imrovements based on users whishes,so , if you interesting in this feel free to post here any you suggestions :)


PS aslo dont forget that you can find boolean-op node by means of which you already can do some unusual fragmentations

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rray
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Re: Implosia FX - new ICE based shatter

Post by rray » 14 Oct 2011, 14:16

>>Iterative mode controlled by point cloud
Already in list of improvements :)
Awesomeness =D
>>Delete very small pieces, instead add points to a pointcloud at their positions for use with instancing/volume rendering later.
Hmm , do you mean some kind of dust\sand instead real geomertry of very very small sizes ?
Yes, exactly like that, volume cloud shader could be used for rendering the dust (Simulation probably would require EM_fluid or SlipstreamVX)

Or as an option for larger pieces, generating a point cloud for instance shapes of a fragment (with original fragment size as point size, and a random rotation to make the instances look different)

Probably would be enough to gernerate the point cloud, rest would be user's work.
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stevegh
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Re: Implosia FX - new ICE based shatter

Post by stevegh » 08 Nov 2011, 09:57

So here is the million dollar question:

In the image for ImplosiaFX that you have in your first post, you have some spheres that are breaking apart from the bottom up. How can you create this effect without totally destroying the normals for the entire sphere?

In my many attempts to create this effect, the only way to achieve it (using the Voronoi fracture) is to fracture the whole mesh and then use momentum to selectively add mass from the bottom to the top. Sure I can do this in momentum using ICE and the cutting tools there, but IMO the fracture method isn't as nice AND it also wants to use the cut particles to slice the entire mesh, which botches up the normals pretty bad.

Is there any way to do this using your Voronoi fracture?

-S

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Re: Implosia FX - new ICE based shatter

Post by Mr.Core » 08 Nov 2011, 11:14

>>Is there any way to do this using your Voronoi fracture?

Yes, I did logo using voronoi, my steps:
1) make the thin-walled sphere with high sub-D values
2) use voronoi for fracture
3) manually move the selected islands ( using Select island tool )

You can simply set high values of subdivision to minimaze ( in many cases - fully remove ) normals glitches
Also the impending next version ( 1.2 ) will provide much simpled workflow and one-click normal correction