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This is a tool that was designed specifically for our GDC Demo with Quixel, but there was enough interest on how it was done that we decided to release it as is for reverse engineering purposes.
It makes heavy usage of the Lot Subdivision SOP with some extra beveling and notching added for flavor.
check that your UVs are not flipped. you can do that by adding a uv quickshade and check whether uv’s are flipped, if they are, add a uv transform of scale -1 on x and make sure they are correct. If they are flipped the node will fail.
everything really starts with your uv, Make sure its good (not 1000 small pieces), and make sure there is spacing between islands. A default uvlayout is not good enough on more complicated things, increase the island spacing within the uvlayout sop to get it working.
sometimes the island spacing is just not enough, and you need to add a uv transform and scale the uv’s. Be careful here, do small numbers, ad large values here take considerable time to calculate. something like 3 or 5 was sufficient in our tests.
make sure, that based on your object scale, the minimum lot size parameter is actually achievable
Select between input UVs and auto-generated UVs
Use Input UVs: Uses incoming vertex UVs
Auto Generate UVs: Overrides incoming UVs with a Flatten
Angle of the cutting pattern
Padding around the panels (Part of the Sci Fi Look)
Depth of the notch cut
Panel Deletion Chance
Percentage (0-100) of chance that a panel will be deleted. 100 means all panels will be gone, 0 means no panel will be deleted
Randomization control of the deletion for fine tuning
Enable Random Vertex Colors
Add Vertex Colors to Panels
Randomization control for vertex colors
Distribution of the color ratio
Smaller values mean the cuts will be halfway along a primitive, higher values will yield primitives of different sizes.
Minimum Lot Size
Primitives smaller than this size will no longer be considered for cutting
Negative numbers will generate horizontal slivers, Positive numbers will generate vertical slivers
Method of orientating the cuts. Bounding box is for worldspace cutting, longest edge is relative to the shape.
Enables joining of lots into clusters
Number of Clusters
Final Number of Lots after merging them into clusters
Strength on a Gradient that clumps lots together towards the top (or bottom)
Padding in between panels
Randomization of the padding between panels
Chance for an edge to be booleaned by a sci fi notch shape
Slide the notch along the edge (from the center)
Length of the notch
Randomness for Notch
Corner Bevels Chance
Chance to lop off a corner (0-100)
Corner Bevels Depth
Depth of the Corner Cut