mik74 Posted October 25, 2019 Share Posted October 25, 2019 (edited) Hello, I'm trying to fracture a Zbrush sculpt that has a ton of details... The plan is to decimate the model and fracture+sim a mid rez version of it (with a decent amount of polygons) My question is, how can I apply back this displacement map on the exterior faces without any fracture edge visible ?? I'm using boolean to make the fractures and I have already detailed edges (no straight Voronoi fractures ) So I'm not talking about edge displacement, this is solved with the boolean. And since I'm subdividing the mesh at render time, it could be great to have some displacement on interior faces also at render time. Here is a try on a sphere: One shader for exterior faces, another for interior faces I'm mapping the displacement of the interior faces with a depth attribute. Close, but we still can see this fuck*** fractures when it's not broken... Here is some renders and a test scene Any idea guys ? FracturedDisplace.001.hip Edited October 25, 2019 by mik74 Quote Link to comment Share on other sites More sharing options...
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