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Methods of fracture geometry


lzoper

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Well I'm presuming you don't like it looking uniform like this:

f16_voronoi.jpg

Voronoi is based on the scatter, so if you vary your scatter densities then you get different sizes of cells.

As for other types, I'm not sure, usually we have to art direct smashes etc, so do the shapes manually (well, procedurally, but painted etc).

C

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You should play around with squashing and stretching your geo before you feed it into the voronoi fracture.

You then store this position change, fracture the geo and then stretch the geo back to the original shape (using your stored position change attr)

That way you'll get much more interesting shapes!

Works really well for wood splinters, glass shards ect.

Avoids the whole crappy Voronoi cell look.

Edited by pgrochola
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