Hello!
So here's my problem. I have a pre-fractured wall. What I would like to do is be able to pick one piece from this fractured wall and fracture it dynamically again with the “Make Breakable” tool. At first, before looking at the tool, I thought I'd be able to just select that piece and click the “Make Breakable” button and it would just work on THAT piece (because I have the wall falling a certain way or else I'd just simulate that ONE object separately). But unfortunately, it still does the dynamic fracturing on the ENTIRE wall.
Anybody have any ideas on how to do this? Thanks for any help!
Make Breakable on certain RBD
3197 3 2- drumboy354
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- rafaels
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You can do it by using RBD Glue Objects. then just use the Group Mask parameter to isolate the piece that you want to further break and add a Voronoi Fracture Configure Object to it. Setup the Glue to Object Parameter accordingly, merge everything together and voila!
Cheers
Cheers
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
- drumboy354
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Thanks for the response rafaels! I took the suggestions from you and one other post at odforce.
Unfortunately I don't see a “group mask” option for the voronoi fracture nodes in the autodopnet so I had to work around that.
Instead I just used “Grouped Dynamic Objects” on all objects BUT the one I wanted to fracture. Then I deleted that group, which isolated the one piece I wanted to fracture.
Seems to work alright. Thanks for the help!
Unfortunately I don't see a “group mask” option for the voronoi fracture nodes in the autodopnet so I had to work around that.
Instead I just used “Grouped Dynamic Objects” on all objects BUT the one I wanted to fracture. Then I deleted that group, which isolated the one piece I wanted to fracture.
Seems to work alright. Thanks for the help!
- rafaels
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- 700 posts
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Glad to know it worked though!
Just in case, for future reference:
Just in case, for future reference:
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
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