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Overview ¶
This tool lets you pick a piece of geometry and configure it as a fractured material simulated with Bullet RBD. Rather than building a DOP network, it uses the SOP-level tools to build a simple network to work with the RBDs. When multiple names are found on the selected geometry, an additional RBD Constraints From Rules node will be created to constrain the pieces together prior to fracturing. A RBD Constraint Properties SOP will also be added to the chain to allow configuring these connector constraints.
Using Simple Fracture ¶
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Select the geometry object to fracture.
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Click the Simple Fracture tool on the Simple FX tab.
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Select the geometry object to use as a collider, if any. This should be a polygonal object or packed geometry. For better performance with animated colliders it is recommended to pack the geometry before applying animated transforms as this will allow you to use the animated attribute on the RBD Configure SOP.
For specific parameter information, see the RBD Material Fracture and RBD Bullet Solver help.
Working with Simple Fracture ¶
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You can change the Material Type and on the RBD Material Fracture node. The default material is Concrete, but you can choose either Glass, Wood, or to create Custom cutting planes.
For more information, see Working with concrete.
For more information, see Working with wood.
For more information, see Working with glass.
For more information, see Using custom cutters.
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The RBD Configure SOP allows you to modify the various bullet specific attributes to drive the simulation for both the fractured geometry as well as the collision geometry.