Omniverse Blast Extension
For more on using this plugin, see the Blast extension overview documentation page
For more information about the Blast SDK, see the Blast SDK docs home page
Introduction
This extension integrates the NVIDIA Blast SDK (formerly under the Gameworks umbrella) into Omniverse Create. The core Blast SDK is designed to be a highly efficient low-level API for creating destructible assets and actors, providing functions to apply and process damage events, and split actors into new ones. These functions are designed for runtime efficiency, not ease-of-use. On top of the SDK there are several extension modules which perform useful operations such as authoring, serialization, and stress calculations, and also a library of “damage shaders.” Although the low-level SDK is designed for prefracture (the assets contain descriptions of pre-defined fracture hierarchies), there is also a runtime (RT) fracture extension.
This extension
This extension uses the Blast authoring extension to provide user-guided destructible asset authoring in Create. This defines a prefractured asset, with mesh pieces that are stored in the USD scene. During simulation, damage events may be applied either through a C++ or Python API, or by using mouse inputs in Create. This triggers damage events which are processed by the Blast SDK, possibly generating a list of new “child” actors after a parent is split. The Blast extension then generates physical actors corresponding to the child actors (and removes split parent actors).
This plugin depends on the omni_physics extension to manage physical actors in Create. Currently, only prefracture is available.