Found something on sidefx forum talking about how to render a perfect glass object before it was fractured. Of course one can try using the traditional rbd so it fractures on the fly or do some trick using sop solver in dop to again fracture it on the fly. But if you are doing glass windows for a large scale building fracture this way is much simpler and should do the job. Assume you are using bullet sim with packed primitive way. Then when you get back the simed geo, use transform pieces to get the simed transform for the geo pieces before packed, then add a clean at the bottom of the chain, turn on consolidate points and fix overlaps, then you are done! 附件请联系本人,这里无法上传