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Activity Forums Maxon Cinema 4D Rock Crushing Simulation, Voronoi Fracture?

  • Rock Crushing Simulation, Voronoi Fracture?

    Posted by Demian Krentz on March 29, 2017 at 11:06 pm

    Working on an animation of rocks being crushed/ground into smaller rocks. I need to fracture multiple emitted rock instances into smaller and smaller pieces.

    Voronoi fracture seems like it might work, if I can apply a second, third, fourth, etc. instance to the pieces once they’ve already been fractured, to fracture them into increasingly smaller pieces. But I don’t want to apply those subsequent voronoi instances to an editable version of the rocks, I need to keep everything non-destructive (ironic, I know). Looking for a procedural solution because I’ll eventually need to deal with dozens, hundreds, thousands of pieces.
    I also don’t want to simply scale down the fractured pieces. That isn’t the look I’m going for.

    Here’s an example of what I’m going for: https://youtu.be/ImrcDMqW6p0?t=1m51s
    Notice how the rocks actually break into smaller pieces the further down the shaft they fall.

    Any ideas how to replicate this in C4D? Thanks.

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    Demian Krentz replied 9 years, 1 month ago 3 Members · 6 Replies
  • 6 Replies
  • Brian Jones

    March 31, 2017 at 12:17 am

    Someone was showing off a plugin on cgtalk and which has falloff controlled breaking, don’t have time to hunt now but try looking there

  • Brian Jones

    March 31, 2017 at 2:51 am

    found it – https://www.mustaphafersaoui.fr/solid-to-liquid-tool-for-cinema-4d/ – I don’t know if it has what you need for sure but it looks kind of promising

  • Demian Krentz

    March 31, 2017 at 4:32 pm

    Yeah, looks cool, but I don’t think it offers that delayed fracture thing I need. This video of NitroMoFracture appears to demonstrate exactly what I need. Just trying to decide if I want to buy the plug-in or try to figure out how to wire that switch in Xpresso to the regular Voronoi Fracture in R18. So far, not much luck.

  • Brian Jones

    March 31, 2017 at 6:01 pm

    New one, hadn’t seen that yet. He has often had demos available but I don’t see one for that. In the orig video you linked to it was hard to tell without the ability to advance frame by frame but it looks like the big bits get broken but the smaller stuff is harder to tell if it’s breaking or if it’s just a particle cheat.
    With the big bits I don’t see an easy way to get vornoi to apply to a piece from anther vornoi unlesss I am missing something I just don’t know about but it would be possible to pre-break chunks with something like vornoi and make it editable (or with nitroman’s Thrausi) and then use xpresso to trigger the breaks as you need them

  • Adam Trachtenberg

    March 31, 2017 at 6:02 pm

    I’m not sure if it would be up to this task, but the Depth Break function of NitroBlast 2 might be a possibility. It’s described at about the 22 minute mark of the first video here: https://nitro4d.com/product/nitroblast/

  • Demian Krentz

    March 31, 2017 at 11:16 pm

    I agree, Adam, that the depth break feature looks promising.

    Here’s my latest project file.

    I figured out a way to trigger the break via xpresso, very similar to Nitroblast’s Depth Break feature! But now I’m stuck at trying to evaluate the xpresso on a per instance basis. As you can see from the file, all the instances break at once and they explode, rather than crumble. Which is weird because, if I drop one, non-cloned instance, it crumbles beautifully on contact with the crusher.

    Absolutely no idea how to get xpresso to evaluate per instance (data node? priority issue?). Also no idea how to avoid the explosion, but I’m guessing it’s something to do with the collision shape on the collider tag or collision margin in Project Settings?

    I’ve tried various combinations without luck so far.

    Any help is greatly appreciated.

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