Dear Group,
I'm going to simulate the ice fracture. Is it possible to define user-defined fracture patterns in the code?
How to do that then?
thanks very much
Rgds
Huisky
User-defined fracture patterns?
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- Posts: 65
- Joined: Fri May 13, 2011 1:11 pm
Re: User-defined fracture patterns?
Check out the fracture demo in 2.79.
Usually it's a multibody system held together with constraints which break at certain tension.
To create these multibody systems you can either compose the multibody system of rigid bodies yourself, or, if you want a "realistic" shatter, you can use voronoi pre-shattering, or a multitude of other pre-shatter algorithms.
Check out: http://bulletphysics.org/siggraph2011/e ... ph2011.pdf
or
http://bulletphysics.org/siggraph2011/n ... ph2011.pdf (for some cinematic examples)
Usually it's a multibody system held together with constraints which break at certain tension.
To create these multibody systems you can either compose the multibody system of rigid bodies yourself, or, if you want a "realistic" shatter, you can use voronoi pre-shattering, or a multitude of other pre-shatter algorithms.
Check out: http://bulletphysics.org/siggraph2011/e ... ph2011.pdf
or
http://bulletphysics.org/siggraph2011/n ... ph2011.pdf (for some cinematic examples)
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- Posts: 5
- Joined: Fri Nov 04, 2011 9:25 pm
Re: User-defined fracture patterns?
Thanks so much for your kindly reply!
I don't really need it to be really "realistic".
Could we get the contact forces as an output?
Is it possible to include the water into the simulation, so the ice fragments interactions could be computed?
Rgds
Huisky
I don't really need it to be really "realistic".
Could we get the contact forces as an output?
Is it possible to include the water into the simulation, so the ice fragments interactions could be computed?
Rgds
Huisky
Karrok wrote:Check out the fracture demo in 2.79.
Usually it's a multibody system held together with constraints which break at certain tension.
To create these multibody systems you can either compose the multibody system of rigid bodies yourself, or, if you want a "realistic" shatter, you can use voronoi pre-shattering, or a multitude of other pre-shatter algorithms.
Check out: http://bulletphysics.org/siggraph2011/e ... ph2011.pdf
or
http://bulletphysics.org/siggraph2011/n ... ph2011.pdf (for some cinematic examples)