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I am working on this project where I am procedurally fragmenting a sphere. After it is fragmented (The process happens in a simulation zone).

I want the fragments to fly apart from one another and rotate in all directions, kind of an explosion but very slowly. After I output the mesh from the simulation zone.

The only thing I managed to do was scale elements independently. But never move them apart. Here is the blend file:

https://www.dropbox.com/scl/fi/fu3edqqhfirthuqfp5li4/Glass-partice-simulation.blend?rlkey=krbrn28urq0iz0gmym1bn7n4t&dl=0

enter image description here

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  • $\begingroup$ what sense does it make to map range an island index (which is always positive) from -3/8 to -1/8 and then putting that in a boolean input? $\endgroup$
    – Chris
    Dec 29, 2023 at 17:12
  • $\begingroup$ i recommend providing a blend file so we know what you did and don't have to ask in comments. $\endgroup$
    – Chris
    Dec 29, 2023 at 17:12
  • $\begingroup$ Sure, I will attach it to the post. $\endgroup$
    – Greatest
    Dec 29, 2023 at 17:20
  • $\begingroup$ Chris may have more luck, but it's very hard to reverse-engineer a node-group / code which has no commentary, description in frames, or in your post.. and that can lead to folks giving up before they start trying to help. My advice: Strip the problem down to its simplest possible form, with the fewest possible parts. Eliminate everything in your scene that isn't relevant. Use descriptive names for objects / node groups. Describe to us your strategy for achieving the effect, in plain language, and where it's going wrong. $\endgroup$
    – Robin Betts
    Dec 29, 2023 at 17:59
  • $\begingroup$ Thanks, Robin, I will certainly update the file to make it more readable. $\endgroup$
    – Greatest
    Dec 29, 2023 at 18:03

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