Ways to design details of crack lines? ("earthquake")
#1
Photo 
Hello,

I have a special question:
Are there ways to design the lines of cracks?

1. to make them jaggy

2. to let broken parts crack more just from their edges? sometimes chunks break not sharp, they get more round edges because the edges were crushed.

I am trying if it's possible to reproduce an earthquake look, when looking close (not from far away)...
I have attached a rough test and 2 screenshots, in which direction I am looking.

Thanks for any tip!


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#2
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
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#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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#4
(03-13-2020, 02:34 PM)Alexx31 Wrote: Question is, how they can be assigned back to the bigger chunks

You can use PhysX Bind operator to do that (binding some of the small chinks to big chunks). 
I did that in the past, however, I didn't liked the look... it didn't gave it more organic feel... it looked just like that... small chunks are linked to big chunks.   Big Grin

Rayfire have some cool pre-fracturing options. So, if you pre-fracture it in there, and use Tyflow for the sim, they you could possibly have very nice looking,  and fast sims. If you have a Rayfire, take a look at Shatter tutorial, and options.
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#5
I have fractureFX in maya Smile I will have a look there
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