I am working on a destruction sim, I have been given a lower res Z-brush sculpt which I displace at rendertime. If I apply the map to the voronoid geometry the inside pieces and outside piece tear away from each other as the geo is not inheriting the maps displacment.
I am currently getting over this by transferring the normals and uv's from the cliff mesh to the inside with a blend mask mixing the original normals, whilst it's doing the job it's causing a lot of artifacts, especially on the edges.
I've attached an example file on a cube where I am trying to get the the inside pieces inherit the displacement from the outside. The aim would be to have a the texture based displacement on the outside and nearest points, and then blend to a noise based displacement.
Any ideas for workflow?
displacement.zip