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Project Proto - Update 16

For this update, I improved the shatter. I used the rbdmaterialfracture to define detail along the edges. I was hesitant to apply too much artistic influence in the edges because I was wary about the complications it can generate when proting over to maya. In this update I will go through the techniques I used to seamlessly export fractured geometry back into maya while avoiding seams.

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Firstly, the important attributes to note, are the Normals and UVs. The UVs are predefined and need to match with the shattered geometry. With the rbdmaterialfracture,  the UVs transfer seamlessly. However, the problem lies in the normals. The newer edge details are generating points which the previous geometry does not have, and each point require an inherited normal for the UVs to even show up in maya. I solved this problem by computing the normals onto the faces themselves, so that the new points can inherit from the face which it is on.

wk9_pta_normals.jpg

Next, I disabled the de-triangulate option so that there are no n-gons which causes problems in maya in terms of geometry representation. 

wk9_pta_triangulate.jpg

As a result, I got a highly detailed fractured geometry that is ready to use in maya. The final result is alot closer to the reference because of the edge distortion, and the interior surfaces generate more detail through normal maps. 

wk9_pta_edges.jpg
wk9_pta_ref.jpg
Shot 03 with improved fracture
Project Proto - Update 17
wk9_ptb_volume.jpg

I have prepared the volumes test render, and the results are below.

wk9_ptb_fade.jpg

Problems: I had oversimulated the pyro by 10 frames but the volumes were not showing up in the initial frames (due to the fact that it had already risen to the roof). To fix this, I rewound the simulation back 50 frames where the volumes were in frame, and this is done in the node editor.

node.JPG
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© 2021 by Ng wei bin

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