me again when I render this fractured model it looks like normals on pieces are mess… and I get ugly black shadows close to the edges.. I guess it's because of normals and not so nice topology. Is there a way to fix that in houdini?
The typical workflow for a situation like that is to store the pre-cut normals, and blend them back to the post-cut normals as the pieces break of.
(1) create base geo (2) cut the base geo's surface (do NOT adjust normals) (3) store normals. (4) generate internal slices of chunks (4) copy normals from step2 into N (5) animate your pieces falling (6) blend restN into deforming N as pieces move from their rest (intact) position.
in the help examples i saw something related to Fracture an Object when it hit something and depending on the force is the trigger, to fracture or shatter the object.