RUINS is a shatter plug-in for maya , Very quickly and can be precision shatter.In maya, solid shatter It is very difficult to solve, moreover is very slowly,So I developed a new plug-in ruins;
Ruins 3.0 can support CUDA and physX accelerated.... New UI and can use field to drived rigid body.
Ruins rigid Body Attribute:
InitPosition: The Rigid body initial position.
InitRotate : The Rigid body initial rotate.
LinearVelocity: Designated Rigid body speed and direction.
velocityDamping: The damping when Rigid body solver.
AngularVelocity: The Rigid body angular velocity.
AngularDamping: The damping when Rigid body roate.
Mass: Set Rigid body mass, If some objects bounce very high, please reduce themass.
Sleep: Put to Rigid body to sleep.... mean static.
wakeUP: wake up Rigid body when sleep. It works when set sleep "on" .
InheritField :
a) default: if connect field to drive rigid body ,Please keep the default..
b) inherit: Please keep the default..Will be automatically converted.
c) setKey: if you want use field to drive rigid body , but hope individual objects themselves manual control
1)start:Specify the initial time to start solver .
2)end: Specified period of time that it stopped.
TIP: Rigid body can't support Scale!!
If you want to Shatter many debris, you need CUDA accelerated .
you must have nvidia Geforce 8800 or quadro FX 4800 and 512M display memory above, if youhave 512M display memory ,
but In fact only 350M memory can use about.
CUDA column: debris: Debris looks more natural: The debris limit in 27, avoid too many fragments and too average .
Speed increased 50% than Ruins 1.5.
UniteUV: Unified UV When you use precision shatter or random shatter.
IF you enable UniteUV, the setMaterial button will be unable.
mean debrisiInSideSG only mapping 3d textures.
( More details please refer Ruins 1.5 ).
Density :debris subdivide.
Noise : derbris smoothness.
chua shatter: support very complex model shatter: downlaod demo: 10000 triangle shatter
The memory bandwidth decides your speed. 10000 triangle need 250M memory on you graphics card.
CUDA Material :When you complete all the debris after click this button!
shatter normal: debrisiInSideSG only mapping 3d textures.
preview: open debris and to observe.
retrun : return to initial position.
precision shatter:
you can choose U V W to split mesh, U mean "x", V mean "y", W mean "z"; Demo video:
split W and use side:
debris Noise: 0.4 -0.6; division levels : 5;
division levels : Control mesh density, Minimum of 3;
debris Noise: shatter depth, value max, Minimum of -1, Maximum of 1;
rand seed : change rand value;
recursion: shatter again;
shatter helix:
Unlimited Shatter:
Demo video:
High resolution version download: Unlimited Shatter UV:
When you create debris is complete, If you need to mapping debris ,
please click the setMaterial button, Will be automatically allocated uv:( cudaMaterial have priority! )