I am looking to find away to blow apart lots of space ships quickly and easily. Ideally selecting main elements, detaching them and then growing cables, metal frames, debris out of the chunks.
What would the quickest and easiest way of doing that with procedural UVs generated for the new bits?
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90+% of people will get better results faster if they do it by hand (using prebuilt modules etc)
It only makes sense to develop an automated system for this sort of thing if you have a shit load of them to make or if you want to make the system for the fun of it
So eevn just typing this was not quick .. nor easy
That's my worry. I looked into Houdini a bit, but I would be starting from scratch. I've' got about 30 ships to explode
The sticky part is your use of the word 'grow' . growing a framework requires that you understand all sorts of things about the structure and purpose of your model that are effectively impossible to work out programmatically - we would have much better decimation tools if it were a solved problem
if you drop the idea of growing and instead use modular meshes for the framework etc. the vast majority of difficulties go away and you're left with a set of relatively simple problems.
It's simple to automate separation of parts if you can tell the application what a part is - maybe you use vertex color, material ID, maybe you can break it up by mesh element .. doesn't matter, as long as there's some information.
Given those parts you can simulate an explosion at a point and move them away from it
You'll then have the information needed to place framework, cable, debris meshes in vaguely appropriate positions / orientations
create the end result then work back to see what processes would create that and what effects are required to hide stuff that doesn't work that well.