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Old 12-04-2012, 01:54 PM   #1
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Pre-fractured glass

I have a plane of glass that I need to shatter. The problem is that I have to preshatter the mesh, and due to this, the glass looks broken before it actually gets hit. Is there a setting within the mia_material_x to ignore rendering faces that share the same world space?
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Old 12-04-2012, 06:16 PM   #2
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this is usually done either in compositing by just swapping the frames before shatter and then after or you can do it by hiding/showing the unshattered/shattered geometry in Maya in the timeline
 
Old 12-04-2012, 10:21 PM   #3
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How about wanting to actually show the shattered glass still intact? Kind of like bulletproof glass how it only cracks but doesnt actually break apart.
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Old 12-04-2012, 10:50 PM   #4
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Isnt that what you have already? If you are using dynamics make sure pieces are still asleep ie passive rigids, DMM - passive regions etc.
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Old 12-05-2012, 02:01 PM   #5
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Quote:
Originally Posted by Aikiman
Isnt that what you have already? If you are using dynamics make sure pieces are still asleep ie passive rigids, DMM - passive regions etc.


The problem with that though is z-fighting. The internal faces are shared between adjacent objects and since im using glass, the camera can see those faces.
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Old 12-05-2012, 02:01 PM   #6
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