Killzone 2 shattering

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from http://www.sidefx.com/index.php?option=com_content&task=view&id=1454&Itemid=68 [sidefx.com]

“… the object was converted into a volume primitive using an ISO Surface operation then cut up using voxels defined by a VEX volume shader. The resulting voxel chunks where then converted back to polygons …”

can anyone explain this a little more, i'm specifically interested in how to cut up voxels using a vex shader… but it defeats me how to do it

houdini ftw!

-edit-

i'm tending to find all polygon based shattering methods very messy
to a man with only a hammer every problem looks like a nail.
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there was an earlier thread on this, have a look here:http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=15082&highlight=killzone [sidefx.com]

For some more information, look for the siggraph sketch on fracturing in the mummy, I believe by micheal Clive and Ken Museth.

Koen
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This thread over on odforce might be helpful for these type of problems:

http://forums.odforce.net/index.php?showtopic=9119 [forums.odforce.net]
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