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Open up cracks using Voronoi


donners4

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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 by donners4
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  • 2 months later...

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 by daniel.phillis
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