not too shabby, I gotta say!! I had a shattered crystal in no time!
So, if I understand correctly, the “rendered_collision_geo_” prefix comes from the Advanced Settings window of Houdini Engine Unity, right?
Now, it was a snap to bake out the pieces and then add the RBD component to them, but I'm thinking what if i wanted to have a more customized output?
obviously, it's very expensive to have a bunch of RBD objects with mesh colliders all over the place. So I guess i can write a script in unity to disable the RBD once the objects stop moving.
It would definitely be nice to have the RBD component already on Gameobjects before I bake them. then i could see the effect in the game engine while customizing the look in Houdini Engine. Is that possible now?
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Also, I gotta say that this is pretty freaking cool. Honestly, the reason I started learning Houdini was I saw a picture of a fractured castle wall on the SideFX website a few years back. I was thinking that would be really powerful for making video game art. Now, here I am actually doing it! thanks