
Geometry Node Fracture Any Surface Release
Been working on a version of the dynamic fracture modifier I released before for non-flat shapes, and really happy with how it's come out.
This one isn't anywhere near as precise as the flat one, but I have an update for that one as well that works on uneven ground as well
Sure there are plenty of uses for this, like the obvious 'macro obliterating planet under continent sized paws' type thing.
Mostly same rules as before, just using the base geometry to fracture instead of procedural curves, which limited it to flat surfaces.
Needs Blender 3.1 for Dual Mesh node, can't be pierced, and the material needs its vector node filled.
- DOWNLOAD -
https://cdn.discordapp.com/attachme.....e_Planet.blend
This one isn't anywhere near as precise as the flat one, but I have an update for that one as well that works on uneven ground as well
Sure there are plenty of uses for this, like the obvious 'macro obliterating planet under continent sized paws' type thing.
Mostly same rules as before, just using the base geometry to fracture instead of procedural curves, which limited it to flat surfaces.
Needs Blender 3.1 for Dual Mesh node, can't be pierced, and the material needs its vector node filled.
- DOWNLOAD -
https://cdn.discordapp.com/attachme.....e_Planet.blend
Category Artwork (Digital) / All
Species Unspecified / Any
Size 600 x 304px
File Size 6.57 MB
Listed in Folders
There's a vector node input to image nodes in materials. If you leave it empty, blender assigns it a 'generated' texture coordinate, which works with most materials.
The set materials geo node, for some reason, ignores that and puts in the 'object' vector instead, which usually is very wrong.
By plugging in generated manually, geo nodes can't put the wrong one in.
The set materials geo node, for some reason, ignores that and puts in the 'object' vector instead, which usually is very wrong.
By plugging in generated manually, geo nodes can't put the wrong one in.
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