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- Add the object you want to break into pieces.
- Create a reference object and position (W key), rotate (E) and scale (R) it.
- The two objects should overlap/intersect.
- Select the object you want to break apart.
- Object Dynamics shelf > Voronoi By Steering Geometry
- Add the reference node to “Steering geometry”, complete the UI's input fields, press “OK”.
The original object is kept and the fragments are grouped under a → MultiBody. If you do not need them any longer the steering and the original object can be deleted.
Voronoi (A)
Rough number of pieces
Here you can specify how many fragments you want to create. In some cases the resulting number of fragments slightly differs from the input value. You can enter any positive integer greater than 0.
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This option only works with a → MultiBody. When enabled RealFlow treats the MultiBody's individual objects as one object and you will see a propagating pattern.
Steering Geometry (B)
Steering geometry
Select an object with the “...” button. The chosen object is used to indicate the zone with the highest concentration of pieces.
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This value determines the ratio of the number of fragments in in areas with higher and lower fragment concentration. With smaller values the transition between these areas becomes sharper. An example:
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- The pieces are cut out like cookies and are not arranged in “layers” or stacks.
- “Extrusion effect” is useful if you want to punch a hole into a wall or create the effect of a thin breaking pane of glass.
Channels (C)
Split into internal/external (automatic criterion)
With this option it is possible to store the fragments of the zones with higher and lower concentration in as two individual → “MultiBody” “MultiBody” nodes.