RBD Material Fracture Wood Issue
9627 9 1- erhardiazz
- Member
- 6 posts
- Joined: Dec. 2017
- Offline
Hi there,
I have just started messing around with the RBD Material Fracture to fracture a wooden structure, and I am getting these very odd extra geometry both in the 1st output and the proxy geometry output (It seems like the geometry used to make the splinters).
I am just wondering if this is a bug or did I not setup the geometry correctly before the fracturing?
Thanks in advance.
I have just started messing around with the RBD Material Fracture to fracture a wooden structure, and I am getting these very odd extra geometry both in the 1st output and the proxy geometry output (It seems like the geometry used to make the splinters).
I am just wondering if this is a bug or did I not setup the geometry correctly before the fracturing?
Thanks in advance.
Edited by erhardiazz - May 29, 2019 22:18:49
- mrCatfish
- Member
- 732 posts
- Joined: Dec. 2006
- Offline
I tried your file… however the locked Object Merge sop comes in with no geo so the boolean does nothing. (Maybe try a stash SOP instead?)
When I ran it through the RBD MF node, it worked fine though. I did put a clean node just before it though to remove all the attributes, but even without this it worked.
I have found with booleans though that sometimes you get extrusions or surfaces that are not manifold, (water-tight). So it might help to put a polyfill on just to make sure all non-manifold geo is capped.
When I ran it through the RBD MF node, it worked fine though. I did put a clean node just before it though to remove all the attributes, but even without this it worked.
I have found with booleans though that sometimes you get extrusions or surfaces that are not manifold, (water-tight). So it might help to put a polyfill on just to make sure all non-manifold geo is capped.
Sean Lewkiw
CG Supervisor
Machine FX - Cinesite MTL
CG Supervisor
Machine FX - Cinesite MTL
- erhardiazz
- Member
- 6 posts
- Joined: Dec. 2017
- Offline
Hi, thanks for replying and also the tips on booleans.
I have a revised version, with the stash sop and clean sop and polyfill sops, but it still seems to give me the same error.
I am almost certain now that the extra geometry is the splinter cutting planes.
Again, any help or tips will be greatly appreciated.
Thanks in advance.
I have a revised version, with the stash sop and clean sop and polyfill sops, but it still seems to give me the same error.
I am almost certain now that the extra geometry is the splinter cutting planes.
Again, any help or tips will be greatly appreciated.
Thanks in advance.
- mrCatfish
- Member
- 732 posts
- Joined: Dec. 2006
- Offline
Hi, I added a polycap and a fuse and it works now. It is also a lot faster. I have also put a divide SOP in there which sometimes helps if the above does not, (it is bypassed but you can see what it's doing).
I often use the blast/exploded view workflow to isolate troubling bits to help debug. When exploded, you could clearly see some of your booleans were uncapped. One problem will be that those extra polys added by the boolean will not have a name attribute if you have pre-calculated names, (but in your case you have not).
Sean
I often use the blast/exploded view workflow to isolate troubling bits to help debug. When exploded, you could clearly see some of your booleans were uncapped. One problem will be that those extra polys added by the boolean will not have a name attribute if you have pre-calculated names, (but in your case you have not).
Sean
Sean Lewkiw
CG Supervisor
Machine FX - Cinesite MTL
CG Supervisor
Machine FX - Cinesite MTL
- gishantsngh
- Member
- 4 posts
- Joined: Sept. 2018
- Offline
- yanndrevon
- Member
- 6 posts
- Joined: July 2015
- Offline
- mrCatfish
- Member
- 732 posts
- Joined: Dec. 2006
- Offline
I find the following often helps, (try one or more in various combinations):
- reverse sop
- divide sop to bricker
- divide sop to triangulate after bricker
- polycap
- fuse
- clean (as described above post)
- in the RBD Material fracture node, toggle: Detail -> detriangulate -> only unchanged polys
Sean Lewkiw
CG Supervisor
Machine FX - Cinesite MTL
CG Supervisor
Machine FX - Cinesite MTL
- RizonParein
- Member
- 6 posts
- Joined: June 2017
- Offline
- Dean_19
- Member
- 319 posts
- Joined:
- Offline
- Tobias Steiner
- Member
- 101 posts
- Joined: Sept. 2015
- Offline
Just a quick shout out to MrCatfish for their suggestions on this issue. While they did not work perfectly, they got me a most of the way there for resolving these types of issues. I was inspired to make myself a simple little asset to "pre-process" incoming geometry for RBD material fracturing so I don't have to keep dealing with this headache going forward. For the most part it works for most issues that may exist on the incoming geometry which is a big relief.
I didn't share the asset because honestly it's really not that hard to make on your own and it's good practice for you anyway. Ultimately, it addresses most of the major issues that will cause headaches going into the fracture process. Thought I'd share just to motivate others to do the same for yourselves.
Thanks again to all you wizards out there.
I didn't share the asset because honestly it's really not that hard to make on your own and it's good practice for you anyway. Ultimately, it addresses most of the major issues that will cause headaches going into the fracture process. Thought I'd share just to motivate others to do the same for yourselves.
Thanks again to all you wizards out there.
-
- Quick Links