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Warframe Tech Art : Static Destruction

This Post covers most of Static Destruction Sim from the early times
when I started to make Houdini hda tools to run lots of static destruction post process,
while these shots does not show you in detail on how it made.
The hardest part when developing this hda tool is
to make sure it works on as diverse modeling style as possible, retain some uv ( except interiors uvs ), vertex color/alpha attributes ,and it need to keep the decals intact relative to each pieces.
then post process phase, such as vertex color blends etc.
of course there is still some compromises, since as far as I know fracture system is literally just fancy Booleans, with added noise details...

and some codes, that retains its position relative to editor. ( superseded by level import export tool)
so we can simulate according to in game position
from engine to houdini and vice versa.

originally was developed in houdini 17.5 but since many houdini upgrades, especially after 19.5 .
I had to rewrite the tool a bit into different parts
,while working on Man in the wall update, so it would be compatible with latest Python.
and made it more user friendly for artist.

for dynamic destruction Sim you may go to 2nd part

many many thanks to Kary to give me a lot of chance to learn houdini ,in the end the goal is always art comes first,
the codes and node tidying comes after.

extra 1 : pile debris tool, made it since tnw update, it comes with two type, made tiled debris ( or non tiled), then displace placeholder using the resulted heightmaps .
extra 2: worked on glass fracture textures with substance designer.

one of the tool process demo

Created a pile tool, that being used in TNW and Zariman. ( can be tiled)

Created a pile tool, that being used in TNW and Zariman. ( can be tiled)

Glass Fractured texture and houdini Destruction. and static destruction post process...

Glass Fractured texture and houdini Destruction. and static destruction post process...

Only  the Glass fractured texture  on this part.

Only the Glass fractured texture on this part.