Week 06: Refining RBD Fracturing and Other Attribute


I. Refining Ground Fracturing Setup

1. Improved Fracturing Technique

Building on the initial stress-line-based fracturing from the earlier setup, this week I refined the approach to make the fracture generation more procedural and art-directable. Instead of using static scatter patterns, I introduced a density attribute system to control the fracture concentration dynamically from the impact centroid.

The new workflow involved:

  1. Procedural Density-Based Point Scattering

    • Using the earlier attribute-based scattering as a foundation, I enhanced it by generating a density attribute mapped from the impact region outward.

    • Points for the Voronoi fracture were scattered according to this density, automatically creating denser fracture zones near the impact center and a gradual falloff as the distance increases.

    • The density control was sharpened by shaping the attribute using a maskfromtarget SOP, allowing for highly focused fracture zones with fine-tuned edge blending.

  2. Multi-Scale Fracture Layering

    • Large, medium, and fine fragments were organized based on the procedural density mask, achieving natural structural breakup without manually tuning individual zones.

    • This layering maintained realism by concentrating detail where the stress was highest, while keeping larger, intact sections farther from the impact.

By upgrading the system to be density-driven and procedural, the fracture setup became far easier to iterate, fine-tune, and art-direct — a significant step forward compared to the earlier more manually scattered approach.

II. Setting Up the Active Attribute And Visualization

This week, I also focused on refining the activation control for fractured pieces during simulation. To move beyond static or manually-painted activation, I developed a solver-based activation system that reacts dynamically to the simulation environment.

The updated workflow involved:

  1. Procedural Growth of Activation Mask

    • Using a Solver SOP, the activation mask was made to grow naturally over time, triggered by contact between the fractured ground and the colliders.

    • A maskfromgeometry SOP was used inside the solver to progressively expand the activation zone, allowing pieces to activate based on localized impacts rather than a single predefined event.

    • This setup enabled much more natural, reactive fracturing behavior during collisions.

  2. Point-Based Visualization

    • To clearly monitor the activation state, a point-based visualization was created showing which fractured pieces had been activated at each frame.

    • This helped quickly diagnose the behavior of the dynamic system and ensure that activation matched collision input.

While the procedural activation system introduced a major step forward in realism, it also revealed critical issues that needed fixing. Because the @active attribute values were not standardized (sometimes falling between 0 and 1 due to mask interpolation), fractured pieces would sometimes "wake up" early, drift unintentionally, or lose structural integrity before real impact forces hit them.

2. Velocity Attribute Improvements

Velocity shaping played a key role as well. Instead of relying purely on default physics, I implemented a custom impact-based velocity system tailored to the shot, allowing me to sculpt speed and directionality in a more controlled way. This gave the destruction a much stronger sense of intent—where each fragment moved with purpose rather than random force. Here is a peek into the VOP Network for the custom speed shaping and vector’s directional control:

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WEEK 05: Week 01 RBD Fracturing and Setup

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WEEK 07+08: Week 01+02 RBD Destruction Simulation