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View Full Version : Fracture: a cross-platform, procedural, scriptable destruction plugin for Maya


drGonzo
09-06-2009, 01:13 AM
http://www.fracture-fx.com/

Fracture is a procedural, scriptable destruction plugin for Maya (2008 & 2009), available for Windows, Linux and OSX - currently in the alpha stage of development.

Have a look at some early tests here: http://fracture-fx.com/Demos

A concise dissertation about our plugin was developed and presented as an Autodesk Siggpraph® 2009 MasterClasses (http://area.autodesk.com/masterclasses/class09_maya) in New Orelans, USA and at 2009 CG Overdrive (http://www.cgoverdrive.com/conference.htm) conference in Singapore.

We are actively recruiting testers to help improve our software. Interested readers can apply here: http://fracture-fx.com/contact

We are in particular looking for testers who use Linux.

hkspowers
09-06-2009, 06:48 PM
It looks promising however, I have a few comments and it may be that you just did not have a video of certain instances. The size of your fracture debris look pretty uniform, large, and round. It reminds me of cereal. Will there be an attribute where you can control the angularity of fracture debris? And is there a secondary debris flag like in blastcode? The cracking debris like on the side of the mountain look great! :) How long of sim times are these setups?

James

drGonzo
09-06-2009, 09:23 PM
The size of your fracture debris look pretty uniform, large, and round. It reminds me of cereal. Will there be an attribute where you can control the angularity of fracture debris.
Yes. Remember that Fracture is in alpha stage of development. Currently most of our time is devoted to developing our own solver, specifically geared towards solving destruction sims.

And is there a secondary debris flag like in blastcode?
Yes.

How long of sim times are these setups?
The sims in the gallery are very fast, but granted, they are simple geo set-ups. The idea behind writing our own solver is the ability to handle large destruction sims...

hkspowers
09-06-2009, 10:09 PM
Ahh don't get the wrong idea, I am very excited/positive about this plug-in. Just from the test I have seen it looks amazing! I am very grateful that someone out there is writing a usable and good fracture solver for Maya. Seriously it has been a gaping wound in the Maya effects pipeline to not have any practical shatter solution. Any ideas on what the pricing will be once available? I am very eager for this and will follow this development closely. :thumbsup:

drGonzo
09-06-2009, 10:49 PM
Any ideas on what the pricing will be once available?
We are not thinking that far ahead yet, but it will be competitive ;-)

I am very eager for this and will follow this development closely.

We are actively recruiting testers to help improve our software. Interested readers can apply here: http://fracture-fx.com/contact

edcaspersen
09-07-2009, 04:23 AM
The size of your fracture debris look pretty uniform, large, and round. It reminds me of cereal.

The videos are old and the masterclass did not cover the full scripting ability of Fracture. We have been randomizing the point cloud on a per collision-pair basis by modifying the collision event script with a few extra lines and we have been creating shards of varying sizes. It just has not been implemented as a direct UI option yet. There are many more videos that are not displayed to the public.

edcaspersen
09-07-2009, 04:29 AM
The cracking debris like on the side of the mountain look great! :) How long of sim times are these setups?

Most of what you will see in our public videos can be setup in 15-30 minutes. More time is put into adjusting friction, resilience, mass, shard count, and so on of the colliding bodies. Me and drGonze have worked several days on demo scenes. Now when I say several days what I am referring to is that we spend more time on C&C of fine details (right down to rendering) then the actual collision setup which is done while I eat my morning breakfast.

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