Interesting approach, another easy/outofthebox explosion option is the clump option, if you add less clumps than pieces created by source the automatic result is an explosion (without push apart or whatsoever).
You mean the dynamics explode from frame 1 with no control over spin or explode time (other than switching on the dynamics) - it's less about getting the pieces to react to one another from the start (because there's often too many pieces to get this accurate) than art-directing the actual shape and speed of the point cloud, plus getting a realistic speed on the spinning particles. If you don't need that level of control - Peter Kvarnstrom below has pointed out that you can turn on per-piece dynamics with 'At Velocity Peak' - but I didn't get it to work as I liked. The XP method in this video is by far the most controlled, but tbh half the time I can't remember how I got it to work
The problem with that solution is that the frame the explosion occurs on, is the same frame the dynamics tag becomes enabled - and the power of the 'explosion' caused by intersecting RBD chunks is only controllable by massively increasing substeps calc - which as you know, makes C4D crash.
Excellent tutorial. Do you think you could go a little more in depth about how to understand xpresso? Even though copying your nodes work, I had no idea what I was doing.
Hi Now I must admit, maybe I didn't watch the whole thing ( I will later on though! ) ... And maybe you talked about this... But why not just; Add the Push Apart effector, animate it as you did. Add the Dynamics tag to the Voronoi Fracture object. Set the Trigger on the Dynamics tag to "At Velocity Peak". Boom...
Peter Kvarnström That’s not a bad idea, especially if you use the Random effector on Weight to vary the velocities of the Push Apart effector. More than one way to crack a nut/watermelon/lightbulb
Thanks for the great tutorial! Do you take suggestions for any potential future videos? I’d love to learn more on explosia within xparticles/octane, CZcams doesn’t have but maybe one video on it and it’s very hard to learn without any resources. perhaps simulating the explosion process inside an engine?
Hi Brandon! Thanks! I tend to only produce tutorials when I've mastered something or found a technique the world needs to know. There is so much to explore within XP4 - explosia, cloth, trying to merge it with Realflow sims, TFD etc... I stick to Realflow and TFD for sims because they're GPU based and TEN times faster than XP! The holy grail for me is making raindrops stick to a windshield and generating rain and rivulets - when I've worked it out, I'll do a tut...
@@edbrown7745 Thats nice tricks. What about inside texture. I was trying C4D voronoi fracture to explode.Hull objects with thickness having 3 sides, outside, sides and inside faces. When trying to texture its goes only side and outside. Any advise for me please. Thank you
@@sarkeruddin5783 the Voronoi Fracture object has a Selections tab which will generate face selections for inside/outside/edge of the fracture pieces. Using these tags in the Selection field in the Texture Tag will restrict that texture to just those faces highlighted by the tag. You can also use Front/Back in the texture tag, but generally the voronoi fracture will only generate Front-facing polygons.
hi, this is a very good tutorial, thank you. pls make more... btw, i have a question, so i have tried to do this with my heart shape object, but the voronoi seems to created some weird abundant piece / plane from the pieces, and the pieces of the voronoi objects, the planes are not connected perfectly, i can see some weird holes within them, what should i do to get rid of it, how can i perfect the pieces? ? tq
Make sure your mesh object has good clean geometry and make sure the Voronoi Fracture settings are high enough to generate clean chunks with no missing faces. That's all I can offer :/
Interesting approach, another easy/outofthebox explosion option is the clump option, if you add less clumps than pieces created by source the automatic result is an explosion (without push apart or whatsoever).
You mean the dynamics explode from frame 1 with no control over spin or explode time (other than switching on the dynamics) - it's less about getting the pieces to react to one another from the start (because there's often too many pieces to get this accurate) than art-directing the actual shape and speed of the point cloud, plus getting a realistic speed on the spinning particles. If you don't need that level of control - Peter Kvarnstrom below has pointed out that you can turn on per-piece dynamics with 'At Velocity Peak' - but I didn't get it to work as I liked. The XP method in this video is by far the most controlled, but tbh half the time I can't remember how I got it to work
The problem with that solution is that the frame the explosion occurs on, is the same frame the dynamics tag becomes enabled - and the power of the 'explosion' caused by intersecting RBD chunks is only controllable by massively increasing substeps calc - which as you know, makes C4D crash.
Excellent tutorial. Do you think you could go a little more in depth about how to understand xpresso? Even though copying your nodes work, I had no idea what I was doing.
Just discovered your channel, awesome top notch tutorial, thanks a lot for the very clever insights here and there ^^
0:42 I LOVE YOU LMAO
Hi
Now I must admit, maybe I didn't watch the whole thing ( I will later on though! ) ... And maybe you talked about this...
But why not just;
Add the Push Apart effector, animate it as you did.
Add the Dynamics tag to the Voronoi Fracture object. Set the Trigger on the Dynamics tag to "At Velocity Peak".
Boom...
Peter Kvarnström That’s not a bad idea, especially if you use the Random effector on Weight to vary the velocities of the Push Apart effector. More than one way to crack a nut/watermelon/lightbulb
Cheers!
@@edmungbean /head
lol ur so right tho XD
Subbed 👏
such a good tutorial! thanks for this!
My pleasure! Now I'm a proper tutor, maybe my tuts will be less confusing in future...
noice
Thanks for the great tutorial! Do you take suggestions for any potential future videos? I’d love to learn more on explosia within xparticles/octane, CZcams doesn’t have but maybe one video on it and it’s very hard to learn without any resources. perhaps simulating the explosion process inside an engine?
Hi Brandon! Thanks! I tend to only produce tutorials when I've mastered something or found a technique the world needs to know. There is so much to explore within XP4 - explosia, cloth, trying to merge it with Realflow sims, TFD etc... I stick to Realflow and TFD for sims because they're GPU based and TEN times faster than XP!
The holy grail for me is making raindrops stick to a windshield and generating rain and rivulets - when I've worked it out, I'll do a tut...
XP/Octane/Redshift are basically all I do professionally so yeah, happy to help - give me an idea for a tut!
Very good one. Just wonder how did you texture watermelon?
It's made in Substance Designer, basically a vertical stripey texture with noise distortion then coloured green and dark green
@@edbrown7745 Thats nice tricks. What about inside texture. I was trying C4D voronoi fracture to explode.Hull objects with thickness having 3 sides, outside, sides and inside faces. When trying to texture its goes only side and outside. Any advise for me please. Thank you
@@sarkeruddin5783 the Voronoi Fracture object has a Selections tab which will generate face selections for inside/outside/edge of the fracture pieces. Using these tags in the Selection field in the Texture Tag will restrict that texture to just those faces highlighted by the tag. You can also use Front/Back in the texture tag, but generally the voronoi fracture will only generate Front-facing polygons.
@@edmungbean it doesn't work, thanks
@@sarkeruddin5783 did you turn off colorize fragments? This hides all textures!!
Watermelon explosion ref: czcams.com/video/L4PKj9UNyGM/video.htmlm1s
hi, this is a very good tutorial, thank you. pls make more... btw, i have a question, so i have tried to do this with my heart shape object, but the voronoi seems to created some weird abundant piece / plane from the pieces, and the pieces of the voronoi objects, the planes are not connected perfectly, i can see some weird holes within them, what should i do to get rid of it, how can i perfect the pieces? ? tq
Make sure your mesh object has good clean geometry and make sure the Voronoi Fracture settings are high enough to generate clean chunks with no missing faces. That's all I can offer :/
who else trying to explode a head?