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Use of a texture reference object for fracture maps ?

 
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gkrgreg



Joined: 29 Oct 2008
Posts: 1

PostPosted: Wed Oct 29, 2008 6:26 am    Post subject: Use of a texture reference object for fracture maps ? Reply with quote

When applying a 3D texture map as a crack map there doesn't seem to be any way to control the texture lookup via a reference object.

I have the side of a building modeled as multiple nurbs surfaces each with it's own blastcode layer and slab setup. All of the slabs are driven by the same 3D texture map so that the crack pattern across the surface of the wall is continuous. Furthermore the CrackUpperAmount for each slab is adjusted based on the maximum dimension of the control surface such that the cracks match in width across multiple slabs. This is all great, however imagine that the wall needs to animate before cracking up (think the wall falling over before breaking up). This can be accomplished in different ways, however they all involve the control surface being either transformed or deformed in space. In either case, because the fracture map is being applied as a 3D texture, the surface moves through the crack map texture space, so the cracks do not travel with the surface... I've tried creating a duplicate, static version of the original control surface and connecting it's message attribute to the referenceObject attribute of the deforming control surface, as well as the DeformShape surface, however it seems the texture lookup (which I assume happens in the slab node) is not inheriting the texture space of the static surface correctly (it's not considering it). And unfortunately there doesn't seem to be any attribute on the slab node that would accept such information...

Is it possible this was never considered in the development of the plugin? And nobody has ever tried to set something up this way?

It would seem trivial for Blastcode to support the use of a separate surface to be used to drive the texture lookup for the crack map so you could take full advantage of 3D textures as crack maps...

Using 2D maps isn't the best solution because it becomes extremely difficult, if not impossible to setup continuous crack patterns that run across multiple surfaces of arbitrary topology. (we're talking 50-100 surfaces minimum)..

Any thoughts on how to get this done?

Thanks!
greg
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