Hey Houdini dudes,
I'm doing a DOP's based project to blow up a building (you might know that from the amount of questions I've posted about it so far!). I have prefractured my geometry and I am currently doing test simulaitons. As I am now thinking about the rendering stage I am coming up with more specific queries. Firstly, what is the accepted method for disguising the fractures on pre-fractured geometry before it explodes? In a simple tutorial I saw that after object merging the simulated geometry, one method is to place a fuse SOP and then assign a VEX Clay shader to the geometry. This seemed to work well for the simple geometry of a sphere smashing but my building is much more complex and is prefractured into around 2000 pieces. When I try this it doesn't seem to work fully, many fractures are still visible. When I do the diffuse pass I know my textures will do some work to disguise these fractures, but I'm thinking primarily about my ambient occlusion pass. Are there any other tricks to help this issue?
Thanks all you DOP's masters……