1 - Bottle Generator
With the new knowledge gained from the procedural crate generator I moved on to building a procedural bottle generator, so I'd have some more destructible objects.
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| Bottle Generator Overview |
The interesting part hereby was assigning each edgeloop to a group via script, so that those get procedurally selected, instead of manually, which would only work for one specific configuration.
What I ended up doing is finding the correlation between edgeloop number and vertex numbers to define start and end point of each loop.
So the
Start Point can be defined as: number of vertices in each loop ( total amount of points divided by number of loops ) multiplied by the loop number, and the
End Point can be defined as: number of vertices in each loop multiplied by loop number minus 1, subtracted by one.
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| EdgeLoop Rule |
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| Edge Group VEX |
Those groups are then used to polybevel those edges to create a more rounded shape.
I then moved on to creating a fractured version of the bottle.
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| Fractured Bottle |
Overall the bottle generator is very similar to the crate one, however I used some different nodes, like skin and boolean to create the shape.
In UE4 I did some quick tests with the bottles.
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| UE4 |
2 - Brick Wall
My original plan was to use Houdini to create a procedural brick wall and then bake a few animation sequences, similar to last years destruction project. However I ran into a problem, whilst working with the Rigid Body Simulation.
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| Brick Wall Overview |
Again I procedurally generated the brick positions based on wall height and width as well as brick height and width.
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| Brick Location VEX |
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| Brick and alternating end brick locations |
When I moved on to creating the animation I started experimenting with Rigid Body Simulation settings, which worked fine until I glued the wall to the floor to stop it from falling over. That's when my collision object decided to stop interacting with the wall to which I was not able to find a solution.
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