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Wood and Glass fracturing tool

This was part of a 2 week sprint with a goal of creating destruction in unreal, I've mainly focused on custom fracturing while my teammate Remco vd Ven set up the engine side. When both our ends converged this was the result!, we still want to add particle systems to make it feel more grand and destructive.

This is the end result

This is the end result

Input mesh , this mesh consists of separate pieces based on which direction I want to fracture the piece

Input mesh , this mesh consists of separate pieces based on which direction I want to fracture the piece

 for every separate piece I want to fracture I create an orientation matrix to identify it's longest edge and direction.

for every separate piece I want to fracture I create an orientation matrix to identify it's longest edge and direction.

Then I squash the mesh in the direction its facing (the longest edge), voronoi fracture and cluster using a noise for a random selection of clusters. ( you can also select all pieces you want to cluster and give them separate cluster attributes instead)

Then I squash the mesh in the direction its facing (the longest edge), voronoi fracture and cluster using a noise for a random selection of clusters. ( you can also select all pieces you want to cluster and give them separate cluster attributes instead)

Now the clustering and fracturing is done I rescale the mesh to it's original size, fix normal issues and re-mesh for better topology.

Now the clustering and fracturing is done I rescale the mesh to it's original size, fix normal issues and re-mesh for better topology.

This is the input mesh

This is the input mesh

I randomly place a point and duplicate it as many circle fractures I want. I then copy a tube to every point which I gave a randomized @pscale and add a mountain sop for noise

I randomly place a point and duplicate it as many circle fractures I want. I then copy a tube to every point which I gave a randomized @pscale and add a mountain sop for noise

For the radial lines I did the same except for setting an up vector for the point and not randomizing the scale.

For the radial lines I did the same except for setting an up vector for the point and not randomizing the scale.

I take that same step again to get random fracturing lines aswel

I take that same step again to get random fracturing lines aswel

In the end I use this cutting geometry to bool the glass into separate pieces and merging it with my window frame

In the end I use this cutting geometry to bool the glass into separate pieces and merging it with my window frame

In engine result!

In engine result!