Voronoi "add edge subdivisions with noise" attribute
#12
Here's a file showing that method in action.

Notice how after the displacement is reversed, any new vertices created during the Voronoi fracture process that get back-transformed do not end up in the exact location they "should" be, because their position calculated during the Voronoi fracture and post-fracture subdivision is an interpolation of neighboring verts/edges, not the actual location they would be at if they existed pre-initial-displacement...so they're back transformed "further" than they should be. So...you get nice interior breakup, but a lot of surface artifacts, self-intersections, etc. These artifacts can be somewhat minimized with more initial mesh subdivisions.


Attached Files
.max   fractureDisplace.max (Size: 4.35 MB / Downloads: 399)
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Messages In This Thread
RE: Voronoi - realistic fracturing - by Alexx31 - 03-07-2021, 12:50 PM
RE: Voronoi "add edge subdivisions with noise" attribute - by tyFlow - 03-09-2021, 11:32 AM

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