Jan. 10, 2019 13:12:12
First time poster. Long time lurker. I was wondering if this topic had been brought up and I missed it…
I would like to take a word, explode it into chunks (potentially adding debris), but then as the chunks get a certain distance from their starting point, flip them over to cubes, or even custom geometry. It would be nice if the distance had build in variation to make it feel more organic.
Does anyone have any Captain Obvious tips for me? Or any suggestions on how to achieve this effect?
Thanks so much.
Jan. 19, 2019 20:49:59
What do you mean by “take the world”?
You can use some Gamedev tools in Houdini to build your terrain geometry, then use attributes from map to create some details
Then scatter it and fill it by whatever geometry you want with “more organic” variation using some attribute radmize, or vex code
Jan. 21, 2019 04:16:06
I think Litesound has read “world” instead of “word”…
you need a Voronoi fracture to shatter your word, you need the rbd solver to simulate them bouncing around. for converting your fragments into cubes you might need to dig a little bit into the bullet solver intrinsic attributes. or you delete the fragment at a certain frame and exchange it for a cube at the same location.
a good rbd stuff intro:https://vimeo.com/185820853
Jan. 21, 2019 17:08:48
@Litesound - I mean an actual word, not a world. As in, the word “AWESOME” let's say. It explodes into chunks, but then those chunks change to other geometry based on distance from their origin.
@CYTE - I have actually watched and enjoyed Steven's Rigids 1 course. I didn't see a solution in his tutorials but I will look again. Thanks for the insights on the intrinsic attributes. I'll keep digging!
Jan. 22, 2019 16:08:20
Basically something like the attached image.
Feb. 18, 2019 21:09:04