art3mis Posted May 30, 2017 Share Posted May 30, 2017 For my purposes voronoi fracture gives results that are a little too tiled or patterned in appearance. Is there an alternative when creating exploding geometry that is a little more 'organic' and lifelike? Quote Link to comment Share on other sites More sharing options...
adrianr Posted May 30, 2017 Share Posted May 30, 2017 You can use the new Boolean shatter with noised up cutting planes, but it depends what you want to do with the chunks once you've shattered them. If you're chucking them at bullet it's going to want convex hulls for the chunk collisions, which voronoi does. You can throw your Boolean shatter at it but you'll get interpenetration. Could get away with that though depending on what you're doing. Failing that a few things spring to mind. Firstly remember the scattering is going to determine what the voronoi fracture spits out, so you can play with nodes like the voronoi fracture points to get more control over where points are made, or scatter based on a density attribute, either colour or volume. This can create concentrated areas of chunks if you know there will be an impact, for example, with larger chunks coming off it. You can get creative with clustering constraints to make bigger more interesting chunks out of lots of smaller ones. You could do this varying the strength of your glue constraint, for example. Some really strong and some weaker. Split the process into two. Sim with simple lower res chunks and then copy the transformations onto higher res chunks prepped either for geometry or render time displacement. Or do all 3! Quote Link to comment Share on other sites More sharing options...
art3mis Posted May 30, 2017 Author Share Posted May 30, 2017 Great tips, thanks! Quote Link to comment Share on other sites More sharing options...
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