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
