thinkingParticles' HFragmenter redefines your way of working with special effects in destruction sequences. This newly developed thinkingParticles set of operators is one of the most powerful features implemented so far; it's complex and flexible beyond imagination. For most users, this new way of working will be at first something to digest for sure - but the more the concept becomes clear the more you will love it!
Chaos Forced into Structure!
HFragmenter is all about structuring complex physics into a single, easy-to-use interface allowing the user to keep full control at all times. HFragmenter is a powerful Hierarchal Demolition (Fragmentation) set of tools. It's not just one thinkingParticles node; it is a set of multiple tools, all inter-linked and working in concert to achieve amazing demolition simulations.
The purpose of such hierarchal demolition tools is to help you create a structural skeleton that is based on freely adjustable physical parameters and hierarchal ordering of components of the object to be destroyed. This unique approach lets you freely define the parts which break off of an object, when and how. Once a structural skeleton has been defined, it can be altered and adjusted to your needs any time.
In the video below, a complex structure with multiple components breaks apart in a very specific and controllable way. It illustrates the real beauty of HFragmenter which lies in its flexibility and 100% procedural approach.
One Mesh Only
All of the HFragmenter tools are built on the idea of being "one mesh" at first. This enables the shape collision engine to handle huge amounts of complex objects, which interact with each other while keeping proper preservation of Mass when demolished.
"Carving out" chunks of debris or fragments from one single mesh helps the collision engine to interact and calculate only those parts of the object relevant to the actual effect at that time. Another key advantage of this "one mesh" approach is the preservation of mass, that comes for free, by using the one mesh approach.
Imagine a 3D model of a huge building with several stories in which each level of the building has multiple rooms and assets, such as chairs, tables, doors, carpets, lamps and so on. To simulate a total collapse of such a building, caused by an earth quake for example, would be a massive task for the physics engine which would have to handle every single object on its own. It's more efficient to start breaking the object off, as the disaster progresses through the structure and as the building breaks; the individual components can be released as well.