Implosia FX - new ICE based shatter

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Mr.Core
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Re: Implosia FX - new ICE based shatter

Post by Mr.Core » 14 Oct 2011, 15:18

>>Iterative mode controlled by point cloud
Already in list of improvements :)
>>Delete very small pieces, instead add points to a pointcloud at their positions for use with instancing/volume rendering later.
Hmm , do you mean some kind of dust\sand instead real geomertry of very very small sizes ?
>>Make iteration ICE nodes chainable (plug node that does 3 iterations of this type into node that does 5 iterations of the other type etc...)
Sounds very interesting, I'll notice it, thanks!

Approximated roadmap of implosia -
- add shape-curve based slicing
- add image-based slicing
- improve iterative type

But there are possible any imrovements based on users whishes,so , if you interesting in this feel free to post here any you suggestions :)


PS aslo dont forget that you can find boolean-op node by means of which you already can do some unusual fragmentations

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rray
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Re: Implosia FX - new ICE based shatter

Post by rray » 14 Oct 2011, 16:16

>>Iterative mode controlled by point cloud
Already in list of improvements :)
Awesomeness =D
>>Delete very small pieces, instead add points to a pointcloud at their positions for use with instancing/volume rendering later.
Hmm , do you mean some kind of dust\sand instead real geomertry of very very small sizes ?
Yes, exactly like that, volume cloud shader could be used for rendering the dust (Simulation probably would require EM_fluid or SlipstreamVX)

Or as an option for larger pieces, generating a point cloud for instance shapes of a fragment (with original fragment size as point size, and a random rotation to make the instances look different)

Probably would be enough to gernerate the point cloud, rest would be user's work.
softimage resources section updated Jan 5th 2024

stevegh
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Re: Implosia FX - new ICE based shatter

Post by stevegh » 08 Nov 2011, 10:57

So here is the million dollar question:

In the image for ImplosiaFX that you have in your first post, you have some spheres that are breaking apart from the bottom up. How can you create this effect without totally destroying the normals for the entire sphere?

In my many attempts to create this effect, the only way to achieve it (using the Voronoi fracture) is to fracture the whole mesh and then use momentum to selectively add mass from the bottom to the top. Sure I can do this in momentum using ICE and the cutting tools there, but IMO the fracture method isn't as nice AND it also wants to use the cut particles to slice the entire mesh, which botches up the normals pretty bad.

Is there any way to do this using your Voronoi fracture?

-S

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Mr.Core
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Re: Implosia FX - new ICE based shatter

Post by Mr.Core » 08 Nov 2011, 12:14

>>Is there any way to do this using your Voronoi fracture?

Yes, I did logo using voronoi, my steps:
1) make the thin-walled sphere with high sub-D values
2) use voronoi for fracture
3) manually move the selected islands ( using Select island tool )

You can simply set high values of subdivision to minimaze ( in many cases - fully remove ) normals glitches
Also the impending next version ( 1.2 ) will provide much simpled workflow and one-click normal correction

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Re: Implosia FX - new ICE based shatter

Post by stevegh » 08 Nov 2011, 12:16

Awesome! I will try this and really awesome plugin Mr Core! This + Momentum is really kick ass stuff.

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Re: Implosia FX - new ICE based shatter

Post by Mr.Core » 08 Nov 2011, 15:05

Hi All!
I am happy to say you that there is started beta testing of commercial version of Implosia Fx ( which tentatively called "CarveAndShatter." :) )
You can join beta here . I'll glad to see everyone :)
What's new:
-Iterative fragmentation
-Much much improved workflow with toolbar ( now you can do fracturing in one-two click with all stuff like texture's transfering and the different materials on the inner and outer parts )
-32 bit system as well as 64bit
-Instant support :)

And of course, all your suggestion will be accepted and the final version can be changed respectively to your requests
Thanks!

Cheers,
-Oleg

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Mr.Core
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Re: Implosia FX - new ICE based shatter

Post by Mr.Core » 11 Nov 2011, 21:48

Hi guys,
Beta1 has been started just now! Check out betagroup for the link and enjoy :)

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Re: Implosia FX - new ICE based shatter

Post by mjike » 16 Nov 2011, 09:30

Awesome!
Can work fine with shape deform animate mesh?

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Mr.Core
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Re: Implosia FX - new ICE based shatter

Post by Mr.Core » 16 Nov 2011, 10:05

mjike
I think yes, but you need to copy animated mesh, frezee copy and set copy.pointposition from the original mesh, and after copy.pointposition you can connect fracture compounds

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Re: Implosia FX - new ICE based shatter

Post by mjike » 16 Nov 2011, 10:41

Thanks,Oleg!
I understand you mean,but after shatter,the Topology not same, how to continue?
I want to keep the deform animate, and also shatter, how to do it?

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Mr.Core
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Re: Implosia FX - new ICE based shatter

Post by Mr.Core » 16 Nov 2011, 10:58

Can you explain a little bit more ? Which result you need ?
The main issue with this that we can't use set.topology outside the modeling region

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Re: Implosia FX - new ICE based shatter

Post by mjike » 17 Nov 2011, 13:09

Thanks for your patience!

My scens :
viewtopic.php?f=15&t=1918

Newcomer alert: please use the URL tags - HB

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Re: Implosia FX - new ICE based shatter

Post by sirdavid32 » 21 Jan 2014, 00:33

Hi, I know it´s a long time thread, but does anyone know how to move a shattered box from 0,0,0 after caching with implosia the simulation on Momemtum?

- I shatter box
- Apply momentum rbd with colision
- Create ground
All this at 0,0,0
- Cache from momentum toolbar

Move the shattered box to x: -50
All chunks fly without control.

Any help to translate "cached" geo? I even tried with null objects. Wouldn´t work.

Thanks,.

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sant0s
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Re: Implosia FX - new ICE based shatter

Post by sant0s » 21 Jan 2014, 14:05

plot again with SI after yout plotted with Momentum, then remove Momentum (all items).

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sirdavid32
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Re: Implosia FX - new ICE based shatter

Post by sirdavid32 » 21 Jan 2014, 19:18

Thank you very much. I plot, after using momentum, then remove momentum.
After I do that, I can then make that plot simulation child of another null object (or another object): correct?
Thanks.

David.

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sant0s
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Re: Implosia FX - new ICE based shatter

Post by sant0s » 21 Jan 2014, 19:34

actually you firts plot with momentum, then plot again with the "normal" plot in SI, remove all momentum stuff and load the SI plotted cache onto the object.
you do not need to parent a null to it, but you can.
does it work or do you need some clearer explanation? :)

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