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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.  

voronoi_paint_wk6_a.jpg
voronoi_points_wk6_a.jpg
voronoi_fracture_wk6_a.jpg

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

voronoi_nodestructure_wk6_a.jpg

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.

voronoid_pb_maya_wk6_a.jpg
voronoid_maya_wk6_a.jpg
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. 

voronoi_nodestructure_wk6_b.jpg
voronoi_popforce_wk6_b.jpg
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