From DOP, I tried POP, now it's back to DOP again, with some POP thrown in. The cracking simply couldn't be done in POP, it looked way too bad.
In order to control which pieces would move and which would remain static, I modified the method Mr Ron taught for getting the centers of each piece of the voronoi fracture. In the for each node, I added a group node, creating a "static" group. I then used the move and static groups to copy the moving and static pieces separately, then creating primitive groups for them, and finally merging both nodes together. This was required as the group coming into the foreach node was a point group. I could then feed the groups into the dopnet as different types of rbd objects.
In order to maintain the inside and outside groups after exporting to Maya, I assigned separate constant shaders to the inside and outside groups, so the faces could be selected based on shaders. The rop and time tools were pretty useful for reversing the simulation of the golem breaking apart so it would look like it was forming instead.
The simulations are pretty much done, all that's left is to combine them nicely according to the live plate. Then it's off the Maya for rendering!
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