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08 August 2008, 02:24 PM
Hey guys!
I am working on a scene where a ball smashes a window pane.I have done this using nCLoth now my problem is
this leaves the shards looking faceted-obviously because the vertex normals are no longer connected. It looks like all the shards are stitched together.
I tried swapping with a duplicate window object just before the smash but it looks really horrible as there is hardly anytime for the transition so it looks like a pop.

Any ideas?


08 August 2008, 04:30 PM
blastcode :P

08 August 2008, 04:58 PM
blastcode :P

Yep, what he said.

08 August 2008, 11:34 PM
How are you shattering the nCloth window? Are you use the terriable surface constraint?

I would model out the window with shatter pattern in the poly object. Then go to polygons> edit mesh>detach components. This will separate all the faces of the poly object, so when you make it nCloth it will give you the shatter effect you want. Just use weild adjacent boarders on the peices you don't want to seperate.

Here take a look at Duncan's blog to see what I mean, he uses this techquince to make confetti.

08 August 2008, 12:54 PM
Optimus008 is right, check that out. Also you can change the normals of the tearable surface by softening them so they don't look faceted. nCloth works well with History.

Here is an image of a bottle. Every vertex has a tearable constraint applied to it.
You can also watch the movie of it shattering. Shatter (

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