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So Probiner posted something like this on Facebook and as I was asked how to set something like that up, well, 100 ways to do it of course, but here's the first way I came to think of. :)

Scene file: www.bit.ly/ff_shatter_effector

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Houdini - Shatter effector (scene file)

So someone posted something like this on Facebook and as I was asked how to set something like it up, well, 100 ways to do it of course, but here's the first way I came to think of.

Comments

Dorin Croitoru

oh! that's so cool Probiner's example really got my eye because i was just involved in a project where i had a lot of shattering to do (think whole city covered in porcelain and braking away) Had a go at it with a certain ammount of succes with DOPs, really heavy setup though. What i ended up doing in a quite complicated way was to add a custom age attribute that began counting since activation time starts(inside DOPS), so that i could later use a foreach loop and scale each fragment towards 0 (i needed them not just blow away but also gradually shrink and dissapear - bacause desintegration would look too much like magic). Probiner's gif though also had this shrinking effect. Sorry if i'm rambling too much but i get really excited about this stuff :)

Farmfield

You could probably do this on the packed primitive point level as well, but I thought it easiest to just append the functions in a for each loop. :)

Dorin Croitoru

aces! yeah for a lot of geometry packed should give a lighter solution in theory, in practice i didn't get to play with packed geo enough :D

Farmfield

I used packed prims just because they are points, thus easy to displace, it had nothing to do with getting it lighter. 😀

Dorin Croitoru

Ah ok i see what you mean now. I was thinking maybe there is a way to do the transform without unpacking the geo, seeing as i also had to unpack my bullet sim before doing the scale effect, not a problem until u have milions of pieces flying around

Farmfield

Nothing is ever a problem until the time it gets over the limit where it suddenly is. This is also true outside Houdini. 😀