Source Shaper HDA
Description: Filter & shape points and initialize attributes to source into simulations. For best results, use with the output of a POP sim, but can be used on any points.
Filter
The Filter Tab can be used to filter particles and points based on attribute thresholds such as speed, size, and age. Additional filtering options such as filtering by frame range and frame interval (modulo to only keep source points every given number of frames) as well as a randomized deletion of a percentage of the total points are helpful to limit the overall number of source points.
Shape
The Shape Tab can be used to generate point trails, replicate points, and add noise to point positions to define the overall shape in preparation to sourcing.
Density
The Density Tab initializes a normalized density attribute on the points using speed, pscale, or inverse age, defaulting to 1 across all points if none of the given attributes are present. Noise and ramp parameters allow for variation in the distribution of density and improved aesthetic control over the simulation.
Engine Deformation Rig
Deforming metal rig created from a model of an engine. Engine was divided into three deforming sections (tail, midsection, head) and small non-deforming accessory pieces. Original model had to be separated and remeshed to fix intersecting geometry and create more resolution for higher fidelity fracturing and deformation.
Boolean fractures were used for art-directed splitting and tearing of the metal. These pieces were stitched together with Glue Hinge constraints. Voronoi fractures were created within each Boolean fracture cluster with Glue and Soft Hinge constraints and were used for the simulation of soft metal deformation.
The three deforming sections were stitched to each other with Glue Hinge constraints. The small non-deforming accessory pieces were stitched to the main engine body with Glue constraints using Center of Mass.