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Djeison25 days agoYearlySolved

Hello there,

I am currently working on a setup where an object shatters in two stages: an initial explosion into large pieces, followed by a delayed shatter of those large pieces into smaller fragments.

Stage one is working well. I used a Voronoi Fracture to create the large pieces, added a Rigid Body tag (with no gravity), and used a field force with a sphere field to trigger the collision.

However, I am having trouble with stage two. I need the larger chunks to hold together until a specific time before breaking into smaller pieces. To attempt this, I placed the first Voronoi object inside a second Voronoi object. I set the point source to "Create points per object" for better control over the small breaks. To keep them together initially, I used a Connector object in "Distance" mode, limiting the connection to 10.

The issue occurs when I add a Rigid Body tag to the secondary Voronoi object and apply a field force to it; the simulation breaks down completely. I also tried applying the Rigid Body tag only to the parent Voronoi and breaking the connector after the initial impact, but because the connector links everything, the results are unpredictable.

Could you please advise on the best way to achieve this delayed, two-stage shatter effect?

All the best,

https://we.tl/t-UwDcWkcF35LHrNDi

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  • DaveAdmin24 days ago

    Hey Djeison,

    You could try exploding the object as usual with voronoi, bake that animation, then just run another voronoi on those pieces to shater the chunks.

    You could also maybe experiment with the voronoi glue feature that can keep fragments together. I’ll add this to the requests page and see if i can come up with an exact setup for you.