Some tests demonstrating a VDB fracturing system I developed in Houdini 12.5.
http://vimeo.com/73640727 [vimeo.com]
I've found it offers a lot more control, flexibility, and better results then the built-in VDB fracture SOP.
Every iteration of my system removes a fragment from the input geometry and converts it to separate piece. These fragments can be placed randomly, or they can be placed at the edge of the piece removed the previous iteration - this provides the “decay aggregation” effect seen in the 2nd and 3rd fracturing.
VDB Recursive Fracture
10759 7 2- jkunz07
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- zachlewis
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Wow… John, this is really great. This inspired a whole new understanding of how the VDB Fracture node can be used! Damn clever.
I'm curious about the workflow… I imagine you can use a secondary volume to determine where to start fracturing, iterate for a bit, position the intersection volume again, fracture some more around that particular region, and so forth; or maybe it could even be used in conjunction with the scatter or voronoi fracture points sop to determine the “density” of iterations in certain regions.
What method are you using to select adjacent regions of the volume to take a bite out of next?
I'm gonna go mess around with some vdb fracturing right now.
I'm curious about the workflow… I imagine you can use a secondary volume to determine where to start fracturing, iterate for a bit, position the intersection volume again, fracture some more around that particular region, and so forth; or maybe it could even be used in conjunction with the scatter or voronoi fracture points sop to determine the “density” of iterations in certain regions.
What method are you using to select adjacent regions of the volume to take a bite out of next?
I'm gonna go mess around with some vdb fracturing right now.
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