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confusedlittleman

pre-fractured glass render

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Hi there,
I'm trying to shatter glass with prefracturing via voronoi. So far so good.
I know that the common use to prevent rendering the seams of the prefractured glass is switching from a non fractured to fractured geo within 2 frames.
But is there another way to render the prefractured glass as a solid piece?
Tried transfering Normals from the unbroken object to the prefractured object but that didn't do the trick.
 

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You can use Poly Doctor trick to remove unwanted seams inside geo (delete overlapping geometry), so they will appear when geometry starts to shatter. This is the best procedural approach I found but still there is a bit of tweaking involved.

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I don't think you can, since when it's fractured you have geometry inside. I suppose you could do some clever shading, but the easiest would just be to swap it at the first frame of fracture.

 

edit: You could also delete the primitives in the "inside" group. Maybe it's possible to figure out a way to only delete those where the glass is still "intact".

Edited by Skybar

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Hmm that's what I suspected, david
I was able to reduce it to a minimum by playing around with raytrace bias in the mantra node but you can still see that it's prefractured
...which also makes sense because I guess it's related to the refraction nature of glass.

Just thought that there's a mighty houdini workaround without swapping the geos.

Is it possible to use dynamic fracture instead but using my existing prefractured structure as kind of a "breaking guide"?

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The most common thing, i think, using 2 objects animate visiblity or u can use sop solver and multisolver in dop to do some tricks with 2 objects.

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