Tuesday, March 8, 2011

Day 3

I started the day by doing more research on cracking. I found 2 other ways that can be used to create the cracking effect.
1. Cracking using metaballs.

Below is the thread I found on odforce and how it looks:
http://forums.odforce.net/index.php?/topic/12133-housing-collapse/

How it looks:
The scene hierarchy.









I found a very interesting ground cracking file on the odforce forum. Below is the thread:

http://forums.odforce.net/index.php?/topic/4032-ground-%3Cspan%20class=


And this was how it looks:

This is the scene hierarchy.









I looked through the network tree. I do not really understand how it really works for this. But what I can understand is that he drew out the crack lines using Lsystems and re-imported the crack lines into houdini as a bgeo file format. I do not really understand how the plane was acquired. But I somehow feels that it works the same way as how a ordinary Lsystem cracks a floor.

I did a test on my own using the L-system cracking method. But I encountered a problem. When I play the animation, the crack works but somehow the box geometry turns out crazy. I got no idea what is wrong though. Below is how it looks.





















I thought of something while I was working on the above crack. I wonder will it work if I combined both Lsystem fracturing with voronoi fracturing? That means the first crack will come from the Lsystem crack lines and the subsequent crack lines could branch out from the Lsystem root crack line and maybe I could blend it with voronoi fracturing? Or maybe just doing L system is much better? I think I should give it serious thought.

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