Fracture VDB - Texture tutorial Drop 8 (thinkingParticles P1)

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thinkingParticles Getting Started: Textures Fractured tutorial by Edwin Braun.
Mission: Exploring box object as volume grid and UW coordinates for fracturing.

** Please Follow as this cebas channel will be the only one for future tutorial alerts. Thanks **

Scene: Create ObjectToParticle - instance shape as particle under Group: source. There are two box 001 and box002 Box002 to be instance as particle under Group: cutter.

Open VDB: Off edit on the fly (complex scene best practice) - Distance 1 DSF and Distance 2( Reference *)

#1 ShapeToVolume : accesses volume grids via Vol PGroup: source
#2 ShapeToVolume: under Vol PGroup: cutter. Generate distance.

NOTE: * Reference (box) acts as the volume data copy of the actual box001. You will soon see why.

GetGridVDB - get from PGroup: source - distance o/p Fracture VDB via GetGridVDB distance field.

SetGridVDB as usual commits writes back to original grid. Basically, if you have to keep doing something on the volume data and access any steps, don't commit SetGridVDb as yet.

Render and it shows a textured, fragmented (random) box that is at present still a coarse effect.

It's always best practice to rename and label your operators and helpers properly on the Dynamic Set. Sequence is another critical factor on how the operation will run.

VolumeToShape: recreate back to shape from the volume grid.
- menu: transfer from original shape.
- face normal on / off.
- UVW / Material / Smoothing - On

Debug: closeup view: check the errors in the fragmentation - jaggy edges due to poor voxel resolutions ( * without thre Reference box - you will see even greater errors).
- menu: mesh - auto smoothing group.
- snap to surface off
- work with pure open VDB
- voxel size if lower values, cleaner results and smoother.
- polygon reduction use the Adaptability value;

Fragmenter has an option of using smoothing group - distance or radius . In this scene smoothing group to 180 and radius at 100%, that means we will use the elements in the object that means isolating and creating the fragments.

Fragmenter will take all the individual elements (connected mesh parts) - gives value Life Span: 500 + Random speed. Viewport shows the breaking apart of all the individual elements. This scene shows the original UV coordinates without errors, on the fragments as well. Textures are preserved.

Voxel value higher - try again fragmenter and you will see less jagged edges. Adjust radius value to remove the tiny pieces of fragments. The voxel resolution in VDB decides the cutting effects. So the finer you get the clearer the cuts or fragmenting lines.

Please follow and learn on cebas Vimeo only: vimeopro.com/cebasvt/thinkingparticles-v6-drop-8-new-features-and-quick-tutorials

Serious learners should join facebook.com/groups/thinkingparticles and for those users of cebas finalRender or finalToon , PSD-Manager, join @ facebook.com/groups/finalToon/

Commercial licenses, refer cebas.com
Educational license please email 3dgallery@cebas.com for the link.

Thank you.




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