shatter help


#361

Couple threads back, here it is.

http://forums.cgsociety.org/showpost.php?p=5983546&postcount=293

Seth


#362

i have experience about rigid system maya7.x, HELL SLOW HELL calculate :<

so i using RF rigid system that is PERFECT to calculate.

i’m not sure but maybe help


#363

Thank you very much mate. That script is awesome.

Unfortunately I don’t even have maya2008 installed. The bugs on nParticles forced me to remake the entire “demolition” and animate all chunks by hand (then use the animToolbox to put random time and values on my keyframes). By far not as good as simulating it, but it had at least no bugs and I get to keep my deadline :wink:


#364

We are still looking for dedicated beta-testers for the alpha version (win, linux and mac) of Fracture, now with a custom RB solver.

Example movies and contact details here:
http://undeclared-variable.com/Fracture

Please note that all beta-testers are required to sign an NDA before they get access to the software. Please do not ask for an evaluation version of you are not willing to do this.


#365

I thought fracture was gonna be for windows only??

But since its for mac, im in.
Where do I sign up?


#366

Count me in aswell!


#367

Where do I sign up?

Example movies and contact details here:
http://undeclared-variable.com/Fracture


#368

Just checking in. ;p

And the helpful reminder we sport 2008, 2009 and 2010 (all 32/64) for plugin re-compile goodness if needed.


#369

brjig,

Please check your email again and try and contact us again via our contact form. I tried to send you the information to get started but the email was kicked back to me.

I think people were confused on Fracture and supported OS’s. We started on Windows using PhysX until our custom cross-platform solver was ready for testing. Building a solver from scratch (using only a couple white papers for reference) is no small task. People seemed to view drGonzo’s earlier posts as “Windows only for ever and ever”, when it really was “Windows, but only for now”.


#370

People seemed to view drGonzo’s earlier posts as “Windows only for ever and ever”, when it really was “Windows, but only for now”.

This is correct - my apologies for the confusion.

To set the record straight:
Fracture is now available for Windows, Linux and OSX.

Sign up at: http://www.fracture-fx.com/


#371

@ Dr Gonzo -
Just out of curiosity, when are you guys planning on moving out of beta and into full release? Also what are you guys estimating the cost will be for Fracture? Thanks!


#372
 Just out of curiosity, when are you guys planning on moving out of beta and into full release? 

We are not even in beta yet now, so it might take a few months.

However, you can sign up to become part of our beta-testers team at our site: http://www.fracture-fx.com/

As far as price goes: we are going to stay competitive, but will also keep in mind that Fracture will potentially save any production hundreds of man-hours of development work.

Please keep an eye on our site for frequent updates.


#373

I sent you a reply email, sorry for the mistake.


#374

Hi, that’s a kind offer I might take up later on.

I thought I might just say where I’m up to with my current version. I’m considering the shattering as computational geometry, and as such, I have three nodes to do the work.

The first is a point generator, similar to a particle emitter which creates points either randomly, or with consideration to external influences, such as the velocity of an object, direction of force, material strength, etc. This is not feature complete, but is working fast and well.

Second is the voronoi node, this takes all the points from the first node and performs the voronoi calculations, producing a nice clean set of convex polyhedrons. This is not yet feature complete, for example calculating volume, and automatically unfolding UV’s, but it
does work very fast, I previously posted a test of 50,000 shards in under 15 sec, that was without the intended multi-threading.

Third in the chain is the boolean node. This takes the voronoi shards, and a connected mesh, and calculates their intersection, according to rules passed from the point node and other influences, paint maps etc.

This is where I am at the moment… the Maya booleans are way too slow for this, so currently I’m looking at the possibility of existing libraries to hook into my plug-in. If anybody knows of any interesting source code about, please let me know as the prospect of writing my own from scratch is somewhat daunting.

The most obvious example is CGAL, but their licence is a little awkward when distributing software using their code. I’d prefer a less restrictive licence.

So, I am spending a bit of time on this, but there is a little way to go yet.

Dave.


#375

Keep in mind (I know you know) it will take hundreds on man-hours to work that into a pipeline. Changing vert count motion blur issues, baking out sims for animation, editing baked sims, UV mapping, displacements lineing up… all that and to work with mental ray/renderman/ or render of choice for that company.

It’s never easy but once in place it could be awesome. BlastCode better get their gloves on for a fight :wink: hah. It’s really coming along Kevin!


#376

Wow! I just finished reading all the thread. I dont know how i missed this thread :S
You guys are doing a great job! Keep it up! And im hoping to see the C++ version!


#377

You, my friend have gone above and beyond.
Cant wait to see this new plug-in - hope its mac friendly.


#378

FYI:
http://www.fracture-fx.com/ is down for the moment, as we are having issues with our host.

Edit: 9/3/2009 - We are back in business! www.fracture-fx.com for more


#379

For the time being we are not setting a date. There is so much on our plates I think it wouldn’t be responsible for us as developers to just throw out dates until we have progressed further in development and have a more stable product from which we can start considering release dates.

As Dr Gonzo said, our costs will be competitive. Just like with the release dates it is to early for any public quotes and is only being discussed internally. When we are ready the whole world (or at least the FX geeks) will know.


#380

We are slowly getting back on our feet from a server failure. For those who applied as beta-testers you probably have noticed a delay in responses while we sort things out. If you have returned the signed Non-Disclosure Agreement (NDA) and NOT heard back please contact us. To the best of my knowledge I have replied to everyone that I have received an NDA from. If you are waiting for more the 24 hours for an initial response including an attached blank NDA shout at me again so I can get you the required documents.

For the record www.undeclared-variable.com is down for an unknown duration, and nobody is feeling the pain more then I am.

The new domain in which we will be handling all testers correspondance through is http://fracture-fx.com. Existing testers should have received an email concerning the new community forum.

We are licking our wounds and moving forward.