Voronoi Fracture and Shatter Lab Tests - Blender & Bullet Physics





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Published on Dec 19, 2011

Series of simple voronoi fracture and shatter tests created using Phymec Tools.

Scenes were all setup quickly, simulated in real-time, and rendered overnight. Didn't bother much with details or texturing. Rigid body / shard count kept reasonably low for these simple tests.
These are primarily intended to be simple illustrative examples for some of the uses for voronoi fracture and shatter tools.
The only real issue I've faced creating these is that I wasn't able to reliably retrieve from BGE the correct pre- and post-collision (immediately before and after) linear and angular velocities of rigid bodies involved in collisions in order to accurately calculate the post-collision velocities.

For more information and link to my open source voronoi fracture and shatter code for Bullet Physics see my previous real-time video demonstrations for voronoi fracture and shatter tools use:

All scenes rendered using the 100% OpenCL (xPU) accelerated SmallLuxGPU v2 (PathGPU2) render engine in SLG Live! mode, typically @ 20 secs/HD frame, no delay between frames. Only de-noise in post.
Glass on ground flicker rendering issue is likely simply due to coincident surfaces; unfortunately I didn't notice until after it rendered, sorry.
(BTW David Bucciarelli has created a real-time OpenCL path tracing game, check it out: http://www.youtube.com/watch?v=Dh9uWY...)

All done on the same old home PC running Windows 7 64-bit on Intel i7 720 CPU and two AMD HD4890 GPUs.

Created using Open Source Software:
Blender 2.6: http://www.blender.org
(includes Bullet Physics engine: http://www.bulletphysics.com)
SmallLuxGPU ( SLG ) v2 OpenCL render engine: http://www.luxrender.net/wiki/SLG
HACD: http://sourceforge.net/projects/hacd/


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