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Farmfield
Farmfield

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Cubular dissolve

Just a quick setup I did while waiting for some simulations to finish, but it's kinda cool and you could of course build a bit more fancy system for activate the pieces, like activating the inner ones only after outer ones are activated or if you set a bias so higher pieces will be activated before lower ones - or you could use the alive attribute to remap piece color instead of the sice after it's activated, etc... There's lots of fun stuff you could do. :)

Scene file: www.bit.ly/ff_POP_cubular_dissolve

Cubular dissolve

Comments

Hehe, that was a setup I hadn't thought of - my idea was to do this but use a boolean intersect - thus why I talked about the foreach - but yeah, this works great - way better than using the array I created for doing the slicing with the boolean - and way faster than the array as well. Funny how it's always the simple solutions that works the best. Great work. I'll update the scene and give you cred. :D

Here you go, there's a slight offset in the cuts compared to yours but it's pretty close <a href="https://drive.google.com/file/d/1LN1bGyjv-rsOOLS8lHtKSqC9zjO4B4DI/view?usp=sharing" rel="nofollow noopener" target="_blank">https://drive.google.com/file/d/1LN1bGyjv-rsOOLS8lHtKSqC9zjO4B4DI/view?usp=sharing</a>

The first version of this setup was done using an array of grids cubing the logo, but it was also kinda slow and prone to output mesh errors, and I did think of doing a bound, points from volume with copied boxes, then doing a boolean but I thought I would likely need to do the boolean in a foreach not to fuse the cubes, so I went with the voronoi instead. But post your version here in the comments and unless there's something else fishy, I'll update the scene file with it. :D

I took another look at this after your benchmark/complaint about the crazy cook times. If you use boolean (with boxes copied to points) instead of voronoi fracture you can reduce the cook time to under 5s!


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