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R&D

Activation by proximity destruction 

​Activates fractured pieces via proximity to objects or volumes, using attribute transfer from collision object (ball) to the fractured ground object.  Assign name attribute to ball collider add active attribute=1. Pack geometry and send to simulation as RBD packed object.

ground i@active = 0;
ball  i@active = 1;
 

Attribute transfer with wrangle and solver sop to ensure that pieces do not go inactive, and to make sure that new activation groups overwrite the older ones.  

Point wrangle
​int newActive = point(1,"active",@ptnum);
if( @Frame > 500) i@active = max(i@active, newActive);

Solver SOP  uses prev frame



DOP IO settings
CONSTRAINTS

After connect adjacent pieces, manually set glue strength, clusters, and propagation rate and custom primitive groups to paint.  
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Glue constraints
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DOPS - importing rbd packed objects
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DOP NETWORK

DOP NETWORK
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DOP SOP solver to remove prims after specific frame:  
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Import contratints from SOPS (2nd imput or 3rd) 
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Disable overwrite with SOP to stop glue from re-attaching.
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Debris SRC:  use 
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Density by age
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Moving Cracks

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USING SOP SOLVER RATHER THAN ATTRIBUTE TRANSFER FOR PROXIMITY
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VDB from poly
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  • Home
  • Contact
  • BLOG
    • Oil_blowout
    • Personal Work
  • WORK
    • MA Project
    • Nuclear Blastwave Destruction
    • Mock car commercial
    • Spacial Discontinuity
    • Live_Match_particles
    • Boolean-destruction
    • Ammonites
  • R&D
    • Boat wake
    • Destruction Blastwave
    • Destruction Bomb
    • Oil fire
    • Splash
    • Sticky Fluids
    • Water Man