Fractured Rocks

I was nicely surprised as quickly can be done quite complex rock valley just in a few steps.

Fracture cube (if planner or voronoi depend on your needs). Join shards in one mesh.

Add remesh modifier for several reasons

  • “uniform” grid for displace modifier
  • a bit roughness on edges
  • creates connections between shards

Add sub surf (simple) and displace modifier

Add bump texture for details

And thanks to the modifiers you can quite easy edit the base mesh.

Download .blend file

the same model with simple texture

All around is Ocean modifier with the same material as rocks

Bravo!!! Great technique and Epic results,
vklidu, as always your stuff is AAA

Great stuff. I’m just waiting for someone to make a fracture tutorial since right now it’s all over my head.

When I saw first post I was like it’s ok, but noting too fancy. But then after seeing second post i changed my mind. Very cool indeed.

Vklidu, you are my testKIng!


How did you get your shards so uniform when using the fracture tools? Mine usually are a bit more random when I use it.

Even that result looks pretty darn good! Thanks for the links, I’ll have to play around with them a bit.

It will be soon (may be already) replaced by new destructibility editor :slight_smile: mine is too clumsy method.

I would definitely love to see something like that in the editor. I’m not too technically inclined with scripting, so anything that makes things easier is fine by me!

Great testing.
Here my thoughts. Rocks are a more interesting subject than we may have in mind.
Rocks are closer to a massive geometry approach. Just some cubes via booleans or so.
A box modeling is what we need. The trick is to subdivide without catmull-clark smoothing. Then, a displacing sculpting.
Rocks are closer to an abstract sculpting approach. Clean faces, dirty subdivisions. Most of all, interesting textures and bumps applied on this.
Fracture tool is close. Manual box modeling is the best. However, some study on rocks is needed first.

@michalis: I didn’t want to simplify stone problematic just to a cube :slight_smile:
Stones are very mysterious objects.
But as you said -stones are abstract. There are many kinds of stone material and thousands visual results after ages of different weatherforecasts. That is why I tried to use a bit randomness from generated shards or use physics to get more natural looking.
For more accurate result (and for artists needs) user refinement is needed of course.

I open this thread because it looks like effective start to me - If you compare this result (that takes 5 minutes) with modeling from the box, you can’t say no :slight_smile:
If yo have massive scene or car riding next to the valley . . . looks like useful way.

Mesh keeps his very elementary topology, and all is done via few modifiers, so you can go to an edit mode and with “L” select specific shard and change composition, make a hole, change displace value to reshape from corpulent to sharp edge kind, or what ever.

How did you do the snow texture?

I found it here on forum (sorry I don’t remember author). He use it as a sugar on donuts.
But this node setup is not the best solution for any model, it use Z normal value as factor. It means snow isn’t generated only on parts from top view where suppose to be. For more accurate result passes are needed.
(It would be awesome to have node that can use data prom specific object, like now you have camera rays, so have it for rays of specific light, it would be easy to do a snow effect.)

Download .blend File

in this video is nothing new, that I didn’t show before.
First video was too useless (more than others :slight_smile: ) this is more like tut.

I noticed in your video you use something (an addon I assume) called ‘Destructibility.’ It looks like a better set of fracture tools which I would love to try out on my own projects. A little Google searching hasn’t turned up much on that addon, could you provide any insight on it? Thanks and great results!

I don’t get the same effect that you do in your video (breaking as if it’s hitting the ground). Is there some extra process that you’re doing other than what is shown in that video?
I also get an error with voroni.