目录
[Working with concrete](#Working with concrete)
[Proxy geometry](#Proxy geometry)
[Working with glass](#Working with glass)
[Proxy geometry](#Proxy geometry)
[Resolving issues with glass fracturing](#Resolving issues with glass fracturing)
[Working with wood](#Working with wood)
[Using custom cutters](#Using custom cutters)
Working with concrete
Concrete 破碎使用Voronoi fracture方法,Fracture Level 控制切割次数,Primary Strength控制约束强度;左Fracture Level 2,右Fracture Level 3;
第一级别的破碎,类似Voronoi Fracture,在体积上撒点切割破碎;可使用Guide Geometry->Primary Volume查看;如Noise Frequency为0,将均匀统一撒点;可多次迭代破碎,Fracture Ratio、Fracture Seed参数确定对多少个先前级别破碎;也可使用RBD Paint交互式地在视图上绘制区域;
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Chipping
Chipping可使模拟产生更加真实的外观,会断开拐角;
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Details
切面添加noise,Edge Detail ,Interior Detail;
Proxy geometry
默认,RBD Material Fracture SOP使用Voronoi Fracture形状作为代理几何体;但,如使用了Edge Detail,Interior Detail,则不会完美匹配;通常也足够接近,但可使用Convex Decomposition ,或Packed Spheres;
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Constraints
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Working with glass
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Fracture per Piece对不同glass非常有用,可单独对每个破碎;
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Chipping
添加过多细节,会断开拐角;
Proxy geometry
默认,RBD Material Fracture SOP使用Voronoi Fracture形状(边无noise)作为代理几何体;这与高精度几何体不会完美匹配,但通常也足够接近;可使用Convex Decomposition以获得更接近的匹配;
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Constraints
对glass有特别的约束,可设置glue强度;可使用Guide Geometry ->Constraint Network查看;
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Resolving issues with glass fracturing
但galss没有分开时切面的细节,由于透明会导致渲染问题;可预破碎后使用RBD Connected Faces SOP,记录面号及到对面的距离;然后通过RBD Disconnected Faces SOP使用这些信息确定是否删除内部面(但没有断开时);
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Working with wood
基于在两个方向(Grain、Cut)上,使用布尔切割;默认断裂方向是由最长点确定的;
Clustering
打簇(RBD Cluster SOP),用于将碎块连接在一起;
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Using custom cutters
比预设的concrete, glass, wood类型更高级,可使用自己的切割面,但仍然利用RBD Material Fracture SOP提供的所有控制(如edge detail, interior detail, constraint creation, rewiring);还公开了布尔"treat as"参数,对solid、surface切割(金属切割有用);