Alternatively, you could use a bunch of mesh circles, which are scaled in a concentric way and which are a bit rotated against each other, to break the regular pattern a bit. This concentric circle object could be put into a group, and this group could be used as “Extra Group” for “Extra Vertices” option.
Another possibility could be cutter groups and greasepencil edges. The cutter group would consist of a group of individual (!) circle objects with an optional displacement, and the cracks COULD be some greasepencil strokes, which define how the mesh is cut (NOTE: those have to begin AND end outside of the mesh, else boolean cutting will miserably fail) I have used the circular cutter group here, because you cant really ensure perfectly cyclic greasepencil strokes (without hole at the end) but this would be essential to build a proper cutter mesh in the background (as boolean is used)
This should load in the 2.74 version of Fracture Modifier, but NOTE: it may(!) crash if you re-fracture it directly… as workaround you could save the settings as preset, remove and re-add the Fracture modifier, and apply the preset (make modifications, optionally) and hit Execute Fracture.
Hmmm, do you run the 2.74 Fracture Modifier build version ? Maybe the cubins (necessary for rendering with CUDA, can you select it ?) are either not there or not “compatible” to Windows 10, or it might be an issue with the new driver…
Edit: Hmm, just checked, all cubins are there (under 2.74/scripts/addons/cycles/lib) and as i dont have Windows 10, i cant really test it (installing it in virtualbox wont help me, either)
this is an intermediate release of the Fracture Modifier Branch. It has 2.75.4 (master) merged into it, as well as some crash fixes with greasepencil edge fracture and slightly faster mouse based fracture. May be not as stable as if an official tag like 2.74 is merged into it. Next Planned Branch release is with 2.76 and note, this is (for now) for Windows 7, 64 bits only (mac and linux can be made if necessary, too)
So is making mac 64bit possible?
and is the plugin improved for mouse based fracture or is it the build that makes it slightly faster.
Thanks for the efforts btw!
Hi! First of all thank you for your work! Unfortunately I am experiencing some problem… I am using the fracture build posted by scorpion some post above, but it is quite unstable. The worse thing is that after some time of tweaking parameters to find the right balance of things, it looks like the simulation gets ruined and nothing happens anymore. No matter if I delete the cache, bake again, change parameters. I even tried to delete and create again the rigid body world. The simulation will not get updated again.
Is this normal? Is there some “trick” to avoid this?
Hi, do you maybe have an example blend file where this happens ? Else it might be a bit hard to debug and find the cause of it. And… does it happen in the 2.74 build already, too ? Hmmmm, and as rule of thumb for all parameters being displayed above the “Execute Fracture” button, you will need to hit Execute Fracture again.
Does the build also crash or does just nothing happen any more ? hmmmmmm, and does it only affect the simulation or the fracturing itself, too (as in, bad result meshes)
As this build is a result of a merge of then current master (instead of 2.75a for example) there can be some bugs introduced by recent changes in master as well, also there could be problems if the merge itself somehow went wrong.
And which OS do you use in this case ? Windows or OSX, or did you compile for linux maybe ?
Hi Scorpion, thanks for the answer. I know I did not provide a lot of info, but unfortunately I encountered this problem randomly. I am not able to give you more info, or a particular file. Basically what happens is the simulations stop to update at a random point. It is as if the sim is baked, so whatever change I do in the scene that shall affect the situation, has no effect. Problem is sim is not baked.
In the last couple of hours I managed to obtain what I wanted, however I will surely let you know if I find some clue of how to recreate the problem.
About the version, as I said I am using the last one, but I did not use any fracture build in a long time, so I wouldn’t know if the problem was there in the previous versions.
You can do this with the official Blender release, just use grease pencil to draw the concentric circles and lines over the surface, and check the option to use grease pencil as the fracture origin.
Hey Take a look in the google drive folder… i have uploaded a mac build there, too. Please test it and report back how it works or if there are any difficulties with it.
And there are some improvements in the build itself (only refracture necessary geometry) which make mouse based fracture faster. Before always all shards were recreated when a new helper was added via mouse based fracture, now only shards near the new helper will be updated.
@scorpion81 @JTA
There seems to be a bug, when using dynamic fracture with triggered objects, it doesnt work. same with treshold and passive vertex group. either it’s a bug or unsupported. Please let me know. Thank you.
Dynamic Fracture works only on a very basic level, things like passive vertexgroups and triggers dont work with it. You just need to add a FM with Dynamic, set a dynamic threshold like 1 or 2, and need to Execute Fracture each time to re-initialize the fracturing (when you changed parameters, to get rid of cache)
Then you can let e.g. the default cube drop to ground and if it has enough “altitude” before, it should repeatedly break apart (keep shard count low, like 10, because each fracture will make 10 sub shards then if the dynamic threshold is exceeded)
In general, dynamic fracture is very badly implemented still… i am even unsure whether i will keep it or not, as you also cannot properly bake or save it even (wont load properly afterwards)
Well, the higher the force at impact (returned by bullet), the more likely the dynamic threshold is exceeded and the object will break then. And in case of just falling objects, the higher the object starts to fall… the more force will occur when it hits the ground.
And constraints do break (with prefracturing) best with certain angles, percentages or distances set as special breaking rules… dynamic and constraints… hmm that doesnt work so well together
I like how you can convert a fracture to frames and then add dynamic fracture to any animated shard to further fracture it. You can keyframe animated to set when to trigger it.
Are you going to eventually rework and extend the architecture of Blender’s modifier and physics systems so as to satisfy the design concerns that Ton had with the current way this has gone in? I agree with others that this is quite capable of stunning results, but I still haven’t seen work started on preparing the underlying systems this sits on top of so that this patch not only fits in a lot better and feels less like a hack, but makes everything future proof and fully extendable as well.
AD as I have mentioned before please don’t ask technical programming questions like his here. This is a user support thread for people that use FM and need help fracturing. I have mentioned before general programming questions belong in our tracker development post on b.d.o. You can find the link in one of my previous posts. Also your question verges on trolling when you say things like this because if you use Blender you know large parts of it are hacks and most of Blender feels hackish to new experienced 3D users. Again please don’t derail the important questions by new and regular FM users on how to use the FM by asking such questions.
“Thank you for your cooperation.” says JT in his best RoboCop voice imitation. ; )