
Cell Fracture
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Now that I'm a little more confident in the general use of geometry nodes, I've decided to follow a tutorial that is slightly more complex. I'm currently working through a tutorial by Bradley Animation, which you can find here: Creating a Cell Fracture Effect in Blender.
Summary of Node Tree Functionality
The node tree follows a process to generate a cell fracture effect. The initial object is repeatedly cut using a cube mesh, resulting in a fractured appearance. The fractured pieces are then manipulated with transformations and randomness to create a more natural, chaotic look.
I began by using the Geometry node to position the initial geometry in the scene. This step ensures that the object starts in a location so the rest of the operations can be applied.
Next, I used a Repeat node to create an iterative effect. This node allowed me to apply the cutting operation multiple times, which is essential for a fracture effect. A cube geometry was used as the cutting tool, and the repeat node enabled multiple repetitions of the process, leading to a more complex fracture.
I then introduced randomness into the process by using the Random Value node. This node was connected to a comparison node labeled Equal, which helped me conditionally decide which parts of the geometry would be modified in each iteration. By randomizing these values, I could add more variety to the fractured pieces.
To help control the spatial relationships between the fractured pieces, I used the Bounding Box and Distance nodes. The Bounding Box node calculated the minimum and maximum boundaries for each piece, while the Distance node helped to determine the spacing between the fractured pieces, ensuring they were not overlapping.
For scaling the individual pieces, I used a Scale node inside a boxed section of the node tree. This node adjusted the size of each fractured piece. I also used a Multiply node before the Combine XYZ node to adjust scaling factors. By connecting the output to the Combine XYZ node, I could scale each axis independently, providing more flexibility in how each piece was sized.
Rotation was randomized using a Random Value node with an Euler to Rotation node to translate the rotation values. The random value created different rotation angles for each cut.
The Mesh Boolean node was used to perform Boolean operations between the initial geometry and the cutting cube. I used the Difference operation, which subtracted parts of the object based on the cube geometry, effectively fracturing the object into smaller pieces.
Once all transformations and fractures were complete, I used a Join Geometry node to recombine the values separated by the Separate Geometry node. I wanted to show the individual pieces separated from one another, so I added an Exploded View node. This node allowed me to pull the pieces apart visually, showing the effect of the fracture in a more dramatic way.
Finally, I used the Group Output node to pass the entire setup to the main scene. The Exploded View node was provided by Bradley as a template, and I plan to deconstruct to understand what it does better. The Exploded View gave the effect of the fractured pieces being separated, highlighting the result of the entire node process.
Nodes Used and Their Functions
- Repeat: Applies the cutting operation multiple times, creating a more complex fracture.
- Random Value: Generates random numbers to introduce variability in the fractured pieces.
- Equal (Comparison Node): Used to create conditional modifications, ensuring some pieces are modified while others are not.
- Bounding Box: Calculates the minimum and maximum boundaries for each fractured piece.
- Distance: Determines the spacing between pieces to prevent overlaps.
- Scale: Controls the size of each fractured piece.
- Multiply: Adjusts scaling factors before combining them into a vector.
- Combine XYZ: Combines separate X, Y, Z values into a single vector for scaling or positioning.
- Transform Geometry: Applies transformations such as translation, rotation, and scaling to each fracture.
- Euler to Rotation: Converts random values into Euler rotations for applying rotations to fracture cuts.
- Mesh Boolean: Performs Boolean operations (Difference) to create the fractured pieces.
- Exploded View: Separates the fractured pieces visually to show the result of the fracture.