Im currently doing a crumble sim with the typical voronoi RBD fracture workflow. My main method involves deleting everything, but the inside primitive geo. I then use another delete sop to have only pieces greater than a velocity value show up, which are then sourced for dust and debris. However the problem is that the piece primitives that do not separate also end up being sources. Im hoping to also emit when each and every edge/surface separates.
This is the method Im trying to work out: measure the distance between each of the pieces inside primitives. If the primitive pieces get to a minimum distance, then they would show up to be sourced. What kind of workflow would be recommended for this? Is a vopsop or a for-each node recommended?
Pseudocode:
Bring in “name” attributes/every “piece” geo
Find distance between “piece” prim and the closest neighboring piece
if distance > value;
output piece
if distance == 0;
delete/don’t output piece
