donners4 Posted December 3, 2010 Share Posted December 3, 2010 (edited) Hi, Iv been trying for the last few days to open up cracks (not break apart into pieces) using the voronoi fracture when an object collides with it. I have tried using the polyExtrude with inset, but this affects each individual primitive and not each piece. I can get this method to work using a grid with a forEach, but not on a solid object such as a cube. How can I get it to work using the polyExturde? Or is there a better alternative way? Thanks in advance Edited December 3, 2010 by donners4 Quote Link to comment Share on other sites More sharing options...
daniel.phillis Posted February 9, 2011 Share Posted February 9, 2011 (edited) im not sure if this is what you want...its kind of a hack.. but recently i was doing something similar... I had my 2D ground - pre-fractured with the voronoi fracture tool. I then used a smooth SOP to relax all the cracks - widening them a bit. - i used a blendshape to control exactly how much i wanted to widen them. i then just used attribute transfer to locally blend between my grid with invisible 'micro' cracks - and the grid with larger visible cracks. The attribute transfer was driven with a seperate object - in my case a boulder rolling along the ground from a DOPS sim - run Indy run ! i did have some accuracy problems with Att transfer - maybe due to the size of the cracked mesh - i think it was in the tens of thousands of tris. then i added poly extrude after the fact to get a 3rd dimension. so now im looking in to other methods - but for simpler examples - this may work well ? heres a little mpg of the effect: http://houdiniadventures.blogspot.com/2011/02/procedural-cracking.html dan p Edited February 9, 2011 by daniel.phillis Quote Link to comment Share on other sites More sharing options...
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