Tried a slightly more manual approach this time – started out with a few hand-drawn cuts to follow the grain and major knots in the texture image, then went procedural from there. Added secondary debris splinters and a smattering of soft constraints to mimic wood’s ‘stickiness’ – I’d need to adjust the break thresholds a bit on those to get the late stage to settle a bit more naturally.
A more complex setup with individual fibres deformable via soft constraints. Could use more variation in piece size and bit more control over the bending.
One from the archives – one of my earliest tests in houdini, getting a feel for the fracturing workflow and voronoi stretching.
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