These are the dirt sims we have so far. The basic set up behind it is a fractured rectangle held together by hard constraints that is being used to source vellum grains. I will also be adding pyro to this for the small aerosolized dust.
The biggest issue that I ran into was the fact that the dirt RBD pieces need to be so small to look correct, but Bullet doesn’t like small geometry. I just ended to scaling up the cube pieces and increasing the “Time Scale“, which still needs to be tweaked as it looks too fast currently. I may try to use RBD as apposed to Bullet but this will be for later R&D.
These are the 2 DOP networks (left = RBD, Right = Vellum Grains )
I added a little sop solver to the post solve of the rigid body solver to stop the little bullet pieces from rolling away. I plan on adding a lot more different types of constraints and dialing in the ones i have now as they look a little spongy currently.
I am using the “debris source” node to spawn the grains from the RBD sim. In the DOP net I am using continuous spawning “Grains_source_vellum“ node. I had to dive into that node to add a point wrangle that reads the age attribute of the source points created by the “debris source” node and if they exceed a certain age they are deleted.
in the remove broken sop solver (in the RBD DOP) I added a primitive wrangle that sets constraints to the “broken” group if the force or distance attribute exceeds a certain threshold. This allows the hard constraints to break