I will try that, though if the pieces could become separate objects it would 
really get interesting! Imagine throwing a sphere at a wall, on impact it 
shatters with the veronoi fracturing (replace anim), then the pieces become 
part of a rigid body sim as they fall, once they bounce on the ground they 
spawn smaller particle rocks...

Now we're cookin with gas !

Ari

Sent from my iPhone

On Nov 12, 2012, at 4:26 PM, Frank Rueter <[email protected]> wrote:

> do a boolean set to intersection with the original geo afterwards (i.e. 
> sphere)
> 
> On 13/11/12 3:11 AM, [email protected] wrote:
>> WOW, amazing additions to Nuke here. thank you so much...
>> 
>> now, lets get this party started !
>> 
>> 1)  with PolyShard I can't seem to break up an input geo (example: sphere)
>> into shards which retain the volume of the input sphere ?  am I thinking
>> about it correctly ?
>> 
>> more to come
>> 
>> thx
>> Ari
>> Blue Sky
>> 
>> 
>>> Thanks...is it just me or is the body missing and garbled when quoted?
>>> Hopefully below is easier to read and doesn't start a new topic
>>> 
>>> http://www.nukepedia.com/gizmos/plugins/3d/geometry-tools/
>>> http://www.nukepedia.com/gizmos/dynamics/
>>> 
>>> These builds are for 6.3 and 7.0b100.
>>> There are more concise descriptions on the respective pages, but  a brief
>>> overview:
>>> 
>>> Geometry Tools; surprisingly, creates and modifies geometry:
>>> 
>>>    Create 3D Text, 3D Shapes (from roto curves), Voronoi-shards, and copy
>>> geometry onto points or with an accumulated transform.
>>> 
>>>    3D Curves that you can sweep, revolve, or create an axes on.
>>> 
>>>    Boolean operations, face/edge extrusion, Catmull-Clark subdivision, face
>>> removal/poking and point merging.
>>> 
>>>    Test geometry for intersection with an ellipsoid, trapezoid, or cylinder
>>> for:
>>>  modifying attributes with values or expressions, and applying Transform,
>>> Bend, Bulge, Taper, and Twist deformers.
>>> 
>>> 
>>> 
>>> 
>>> Dynamics; oddly enough, allows rigid and soft body simulations in Nuke.
>>> 
>>>    Integration with particles to trigger emission when objects collide or
>>> simulate geometry emitted from a stream.
>>> 
>>>    Achieve realtime playback with a massive amount of objects (30,000 for
>>> example).
>>> 
>>>    Simulate deforming geometry and concave objects.
>>> 
>>>    Animatable properties and constraints (point, hinge, spring, soft pin,
>>> soft to rigid).
>>> 
>>>    Baking of both rigid and soft bodies (invokable in UI and command-line).
>>> 
>>>    Bake object transforms to Axis nodes.
>>> 
>>> 
>>> 
>>> Thanks, and let me know of any issues.
>>> 
>>> 
>>> 
>>> _______________________________________________
>>> Nuke-users mailing list
>>> [email protected], http://forums.thefoundry.co.uk/
>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>> 
>> _______________________________________________
>> Nuke-users mailing list
>> [email protected], http://forums.thefoundry.co.uk/
>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
> 
> _______________________________________________
> Nuke-users mailing list
> [email protected], http://forums.thefoundry.co.uk/
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
_______________________________________________
Nuke-users mailing list
[email protected], http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users

Reply via email to