Project Proto - Update 10
For this update, I did the voronoi fracture based on paint data. First, I subdivided the floor using "opensubdiv Bilinear". This allowed me to put in more vertex data to use in conjunction with the paint attribute node. Then, I fed the paint data by importing the "mask" attribute into the density of the scatter node. With the scatter points, I was able to derive the necessary data to drive the Voronoi fracture.



This is my node tree for the fracture. I combined the 2 different scatters to make the final fracturing effect.

I did a lighting test with the fractured geometry. I noticed that sidefx had fixed the annoying fracture artifact from earlier version of houdini, where a fractured object would show its inter-geometry fracture through the material shaders in maya. In the test, the fracturing lines are gone.


Project Proto - Update 11
Initial RBD Simulation
For this update, I simulated the shattering effect with the robot as an active collider. There is a jittering effect on some of the shattered pieces that are supposed to be resting. I plan to eliminate it with some tweaks to the rigid body solver.
I used pop force to encourage more pieces to fly out for a more dramatic effect.

