After reviewing the digital tutors dynamics DVD, there is an example of how they shatter an object by using the paint tool to separate the shards out into multiple groups based on color.
This got me thinking on if and how it would be possible to do this by rather than paint use something like a varnoi noise function in vops similar to what frenchie op ( His are the best vtm's out there and I owe him a lot of gratitude for the knowledge he shares) does in his procedural cities dvd's. You would have procedural control over the celular pattern that was generated and use that to somehow manipulate the points to separate the geometry into groups this way.
I am just not sure exactly how to go about it…or is there a better way
s
Shattering Geometry procedurally
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- zanozza
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Yes I understand the trace sop I think but what I want to do is to affect an already existing piece of geometry not to define geo through a trace sop. Like lets say a cup, is it possible to define shader through vex that will allow me to break that object apart based upon the structure that would be defined by the noise pattern almost like using it as trims.
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