fracture voronoi
This script will enable solids to be fractured / broken without deleting the original.
Download version 1,1 HERE
Download version 1.0 HERE
Download version 1,1 HERE
Download version 1.0 HERE
Version 1.1 Notes:
In this version, the code has been improved and runs much faster. But there is no viewport feedback any more.
Materials:
- the outer faces keep their original material IDs and the new faces are assigned a unique ID. The value that appears by default is the highest ID in use (by the original object) + 1.
- mapping coordinates (if any) are preserved and somehow 'projected' onto the new faces.
- an extra planar mapping is applied to all the pieces at once and set on its own channel, typically for use with 3D procedural maps, so the pattern flows continuously from piece to piece but sticks to them when they are moved apart.
Hierarchy:
- when using several iterations, it is possible to keep the intermediate generations of parts.
- when linked, each part is parented to the one it is derived from.
- generations are set on their own layers, which are hidden except for the last one.
In this version, the code has been improved and runs much faster. But there is no viewport feedback any more.
Materials:
- the outer faces keep their original material IDs and the new faces are assigned a unique ID. The value that appears by default is the highest ID in use (by the original object) + 1.
- mapping coordinates (if any) are preserved and somehow 'projected' onto the new faces.
- an extra planar mapping is applied to all the pieces at once and set on its own channel, typically for use with 3D procedural maps, so the pattern flows continuously from piece to piece but sticks to them when they are moved apart.
Hierarchy:
- when using several iterations, it is possible to keep the intermediate generations of parts.
- when linked, each part is parented to the one it is derived from.
- generations are set on their own layers, which are hidden except for the last one.
Version 1.0 Notes: The object is broken in a number of chunks equal to 'Nb Parts' to the power of 'Iterations', using Voronoi cells. The final number appears on the 'Break' button.
The creation process is visible in the viewport.
For a similar result, it is faster to use several iterations with a small number of parts than creating all the parts in one iteration.
Note that the original object is just hidden, not deleted.
The creation process is visible in the viewport.
For a similar result, it is faster to use several iterations with a small number of parts than creating all the parts in one iteration.
Note that the original object is just hidden, not deleted.
fracture
"Script designed to generate relatively simple fracture objects.
Sample max scene file included."
Download it HERE
Sample max scene file included."
Download it HERE
fragnoiser
Download it HERE
Check out how the script works HERE
mirror shatter
Shatters objects into specified amount of segments, as well as radial segments.
The amount of segments, the center of the shattering, the amount of radial segments, bias towards/away from center, angle, and secondary angle (for radial segments and segments) can all be changed, and almost all of them also can be randomized (all randomization(apart from center) is a percentage, and constrained, however it is still possible to create overlapping pieces and/or incorrectly shatter). To use, run the script. If you have objects selected, it will take the first one as the one to shatter. if there are no objects select one with the top button. If a chosen object is a cylinder, sphere, cone..etc (with no modifiers applied) you can choose to change the scripts parameters to fit with the choosen object (so if you choose a cylinder with 8 sides, the segments would be changed to 6). Choose how many segments, the randomness (of the angles) and where the object is shattered around (also with randomness, in world units). You can also choose the rotation of the segments cuts, making them angled instead of straight up. Choose how many radial segments, the bias towards/away from the center of shattering, and the randomness of this, the angle of the radial segments cuts, how random they are, and the rotation of the radial segments cuts, as well as its randomness. Press Shatter, and the progress bar does a few things: 1: Sets up objects for shattering (Color=red) (note, it completes the bar more then once)(note, unless you have a large amount of segments (100+) and/or radial segments (50+) this should hardly be noticeable) 2: Shatters objects (Color=red-green). It starts at red, and when it finishes it will have turned green. Additional Info: When the object is shattered, all parts without any faces are deleted. The higher the radial amount value is, the more it goes outwards, so using a high radial amount with a high bias amount may result in less radial segment then wanted. Using 100% randomness for radial bias, angle, or secondary angle may resut in overlapping pieces... I have restrained them so they do not have to much of a influence, but not enough to stop them ever going wrong, since that also stops them being useful... The randomness option for center of shattering is in worldunits, not a percentage, so if you make it higher then the actual width/length of the object, you may have less segments then wanted. You can undo the deletion of the original object (only if you untick retain object), by pressing the undo button. Creation of shattered parts is not undoable... |
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Download it HERE