Ways to design details of crack lines? ("earthquake")
#3
The Edge Operator helps indeed. Thanks for your tutorial, we "liked" it

(03-13-2020, 12:55 PM)d4rk3lf Wrote: It's tricky....
I am trying this stuff for a long time already.
There is an edge operator that is great, but still, big chunks remains pretty simple, and non organic.
You can try maybe spawning particles on texture that have these crack, then make another system where you pick these particles as a voronoi point.
Then you need to bind larger chunks.
Here's how it looks in my test.
https://www.youtube.com/watch?v=vk1zWFsE...e=youtu.be

Here is my old tutorial also, that might give you some ideas:
https://youtu.be/hCcswyqSv28

Maybe using the edge operator, breaking only those edges into small pieces and then somehow randomly assign them back to the big chunks.

Question is, how they can be assigned back to the bigger chunks
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RE: Ways to design details of crack lines? ("earthquake") - by Alexx31 - 03-13-2020, 02:34 PM

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