Following up with the procedural building I created (see here > 031 – Procedural Modeling for Destruction ) I decided to start playing around with it on DOP.
I started by breaking some of the structure of the building using the voronoi fracture sop.
Interior wall, about 9,000 pieces. 1k per floor.
For the interior walls, I’m scattering points on the surface based on their area.
And the windows.
This is my fracturing network. Basically I’m looping using the forEach SOP to fracture each piece individually.
And here how I’m setting up the constraint network, its a very simple constraint network using Glue Constraint and Spring Constraint.
Also I’m using a VOP Attribute to create noise in the strength attribute and then I’m plugging that value into the color to have some visual representation.
Red means full strength and black means 0 strength.
Strength before and after the noise
Using the edit parameter interface, I created a few options to quickly tweak the strength. and a seed value to randomize the noise.
Same constraint with different seed values.
After that I’m sending everything into dop.
Here’s an early test
And of course, everything is procedural.
I’ll be adding debris and pyro sim next.