Amr-3DT
08-08-2008, 07:16 PM
The original concept consisted of the hollow terracotta shell, and luckily the schedule allowed for enough development time to find efficient ways to create the break and shatter effects. After various trials, the decision was to pre-score the model and use Houdini to procedurally calculate a stress map based upon the flex of the primitives underneath. By comparing how much the deforming animation on the rig was changing frame by frame, they were able to art direct a crack at a certain stretch threshold that would be reached where it would fissure the geometry following the pre-scored lines.
Read more: http://features.cgsociety.org/story_custom.php?story_id=4628
Read more: http://features.cgsociety.org/story_custom.php?story_id=4628