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

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