I came across some really interesting procedural hard-surface topology here:
You can see from some of his posts he's using what looks to be an entirely Houdini-based workflow. I've been trying to figure out a way to generate fractures of this level of detail with workable topology but without success. When I try to push the boolean SOP with outputs from fracture SOPs anywhere near the kind of detail/shapes he's getting the geometry totally breaks down. It doesn't look like he's using VDBs, based on a short process video he posted it looks like it's purely mesh-based. Is anyone here able to get a better read on the approach he's using to get those kinds of clean fractures, gaps, and mesh separation?