Momentum 4 and ImplosiaFX 2

New plugins, tools etc.
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Mr.Core
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Momentum 4 and ImplosiaFX 2

Post by Mr.Core » 25 Feb 2013, 22:59

Hi all,
Just to note, the first beta of Momentum 4 and ImplosiaFX 2 (both are combined and use single licenese from now)is available through the old MOM beta group https://groups.google.com/group/momentum-beta :)
What's new:

Core Momentum 4 Improvements:

- Improved speed of clusters creation\deletion
- Alembic I\O instead of old plot system
- Fixed multiple environment creation each time a scene has been opened
- Fixed particle rigid body initialization after frame 1
- Simulation doesn't stop even with minimized XSI window
- MOM ICE nodes honor the Global Momentum properties mute state
- The "mute" param is now presented in the main MOM PPG
- Added simulation speed control in the main MOM PPG
- Added explicit maximum number of Rigidbodies in scene
- Fixed collision issues between GImpacts and softbodies
- Added an experimental collision shape mode - tetrahedron
decomposition from each triangle - very stable since it is a native
bullet shape. See for example the sample scene 75_StableChain ( used
only !3! sub-steps )
ImplosiaFX 4 Improvements:

- Rewritten from the ground up as result has a huge improvements in GUI
- Added operator-based fracturing as well as the boolean operator
- Extended ICE nodes set to bring more flexible workflow
- Speed increased about 2x times while memory consumption is half of original
- Fixed memory leaks
- Fixed most of crashes, now it just throws an error message
- Fixed an awful execution time on some of extremely hi-poly meshes
- Added slicer feature to define arbitrary regions on geometry to be fractured
- Added painting fracture masks by WM or by using B\W textures as well
as user-defined scalar per-point attribute
- Added baking of ICE generated geometry into the regular mesh with
regular clusters

However, there are some minor restrictions if using 2012xsi instead of
2013 due to SDK bugs ( related only to ICE parts )

- Need to put materials list manually, at the very end of ICEtree (
bug with inability to output strings array in custom nodes )
- Islands2Array node doesn't work under 2012 ( bug with inability to
output customData array in custom nodes )
- Continuous fracture compound requires the additional executable
outport to be connected to the main ICEtree
- Slicer node doesn't work under 2012 similar to the "Islands2Array",
however, it is very easy to build it feature from two boolean
compounds ( see the examples )

Will glad to see your feedbacks :)

Moderator edit: split this from the ImplosiaFX 1.0 is available! thread, as it deserves a separate thread IMHO - HB

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TwinSnakes007
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Re: Momentum 4 and ImplosiaFX 2

Post by TwinSnakes007 » 26 Feb 2013, 01:53

Other than the d/l, is there a separate beta license required?

Bullit
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Re: Momentum 4 and ImplosiaFX 2

Post by Bullit » 26 Feb 2013, 01:56

Nice. I think the Alembic based is welcome, much more compatible. Is there any partial fracturing? Maybe i missed the meaning in the list, or is it available with Wmap/BW texture*?

* this prevents hanging.

Any video soon?

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Mr.Core
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Re: Momentum 4 and ImplosiaFX 2

Post by Mr.Core » 26 Feb 2013, 11:20

@TwinSnakes007
Nope, it will just start to ask about license each time after march 15

@Bullit
If you are reffering to Implosia - yep, there is feature for paint farcture areas. In short:
1) Get the original mesh and copy it if it has not enough subdivs for drawing a WM;
2) Uniformely subdivide it then draw what you want to be fractured ( or use any B\W texture as source )
3) Get that painted object into the main ICEtree and use as knife
This sounds pretty expensive I guess, but actually all stuff is done by a couple of commands :)
See this video for details: https://vimeo.com/45779871

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Re: Momentum 4 and ImplosiaFX 2

Post by Bullit » 27 Feb 2013, 05:44

Looks nice specially the wood shatter, while voronoi remains the unconvincing shatter.

That mesh slice would be interesting too if it could be employed also for modeling using a curve, like the curve projection that most nurbs modelers have.

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origin
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Re: Momentum 4 and ImplosiaFX 2

Post by origin » 27 Feb 2013, 08:12

Voronoi is okay because you can use convex shape for collision, so it doesn't explode when you hit play. You just need to break the look with displacement (especialy on interior polygons)

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Re: Momentum 4 and ImplosiaFX 2

Post by Bullit » 27 Feb 2013, 09:28

I never saw a good voronoi cut, and the problem are the cuts, displacement doesn't fix it.
Even for a lame work i had once - just a plain white wall to be simulated from the front with massFX and cut with a voronoi maxscript- the supervisor said no way and i agreed, i added/broke some cut parts by hand over the voronoi mesh.
It is possible that if we were free to put the camera more by side it might be possible the uncanny cuts were not so obvious.

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origin
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Re: Momentum 4 and ImplosiaFX 2

Post by origin » 27 Feb 2013, 09:43

Well it's always been like that, more manual work = better quality.
Cool example of voronoi covered with smoke and debris...
https://vimeo.com/39110818

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Re: Momentum 4 and ImplosiaFX 2

Post by Bullit » 27 Feb 2013, 10:22

Yeah they are very good but that is with a lot of different objects with dust and at distance. Mine was a white box wall from a camera in front of it the wall filled the camera view.

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Re: Momentum 4 and ImplosiaFX 2

Post by Mr.Core » 27 Feb 2013, 12:29

Here is another good example using the delaunau triangulation on sliced voronoi faces and disp with these new subdivs:
https://vimeo.com/45548530
The point is that you can simulate your voronoi chunks and apply the delaunau subd as postprocess or as Piotrek said - use a disp on render.
The implementation of the delauanu subd of arbitrary face with arbitrary points is on my todo list.

Bullit
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Re: Momentum 4 and ImplosiaFX 2

Post by Bullit » 27 Feb 2013, 13:08

The problem of voronoi i am talking about are that slices cuts have an unrealistic design/form and that is not related to interior meshing or displacement.

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Re: Momentum 4 and ImplosiaFX 2

Post by nuverian » 27 Feb 2013, 18:01

Good new.
But does this mean that Momentum still doesnt have something like a neighbor RB soft contrain that can break depending on force applied. (like Realflow's Multijoint for example)? Rayfire also has something similar but can't recall how they are called.

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