I made a quick version of Klemen Lozar's Fake RBD Fracture shader. I used houdini to store pivot locations for each chunk in additional UV channels and then controlled the fracture in the shader, you'll find the setup below. Houdini Export Setup: Point Wrangle Code: Mesh Pre-Fracture: Shader in Unreal using Pivot Painter…
Test render for a location-based foliage growth shader, Meshes are just scaled in the shader atm. I still need to bring my growth vertex animations out of Houdini, unfortunately, I’m only using an apprentice license atm, so i don’t think I can export that. All assets are from the free samples in megascans. The basic Idea…