In this article, I demonstrate how to setup a very defined force field that will influence certain geometries in the destruction simulation. This should leave certain geometries in the same dopnet unaffected by the forces, but still have forces affect selected geometries.
Read MoreBoolean Fracture node automatically assigns unique names to each fractured piece and automatically sets up glue constraints for us. Here I show a demonstration on how to use the Boolean Fracture node for a simple dopnet simulation.
Read MoreHave you ever tried rendering a transparent material that is fractured? How about rendering a fractured geometry before it breaks? This becomes an issue when rendering a destruction simulation with glass-like material, because the geometry looks broken before it actually breaks. This article describes briefly how in the video tutorial these issues are solved.
Read MoreThe RBD Tools redefine the workflow and simplified how the physical attributes are created and how easily it is to create and customize constraints. Break and switch constraints is super awesome feature and all this power with a click of a mouse. It’s starting to feel like cheating.
Read MoreHere we demonstrate how to add dust pyro to the a previous Destruction scene that already contained Debri Particles to exaggerate the collision impact. Here we reuse the Debri Source points and convert it into a volume.
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