03-09-2021, 10:06 AM
Hey guys,
My setup relies on the standard voronoi cutting algortyhm, everything is dynamic, none of the fragments are pre-fractured. This method should also allow to generateĀ a corresponding "standard" convexhull at he same time but only for a few iterations of refracturing... This way I can have jagged and classic voronoi fragments in order to avoid simulating Physx with concave fragments. But I haven't finished to implement this part.
Anyway, even if my solution is clean regarding mesh's uvs and surface, this method is based on subdivision, pre-displace and post-displace, so it's not ideal because it produces a high polygon count.
I agree with Tyson that a csg algorythm would be a better solution.
I'm also looking for a good source on the web. I'll let you know if I find something
My setup relies on the standard voronoi cutting algortyhm, everything is dynamic, none of the fragments are pre-fractured. This method should also allow to generateĀ a corresponding "standard" convexhull at he same time but only for a few iterations of refracturing... This way I can have jagged and classic voronoi fragments in order to avoid simulating Physx with concave fragments. But I haven't finished to implement this part.
Anyway, even if my solution is clean regarding mesh's uvs and surface, this method is based on subdivision, pre-displace and post-displace, so it's not ideal because it produces a high polygon count.
I agree with Tyson that a csg algorythm would be a better solution.
I'm also looking for a good source on the web. I'll let you know if I find something
