Rough Cell Fracturing in Geometry Nodes


GN-RoughCells-Release.blend (1.6 MB)

Okay, here’s another example and the .blend file that produced it. (It might open somewhat slowly.)

The center object is a very basic example using Suzanne as the base mesh. It uses a Voronoi texture’s position output as the group ID for the Split Instance node.

The objects to the left and right are using a ‘control’ mesh which is referenced when finding the nearest geometry. In this case the Use Edges option was enabled. For shading, the bricks were given a noise texture which was then offset randomly per cell using the provided index attribute. The object on the right has the remesh option enabled which remeshes each cell individually.

Notes

  • Inside edges can often fail, as the cells like to bridge gaps
  • Using edges may result in geometry that is not friendly with rigid body sims
  • Also when using edges, it can be a bit difficult manipulating the control mesh to get the desired result

I hope that all makes sense! If it doesn’t, the .blend should clear things up :slight_smile:

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