from Brian Jones
on Aug 10, 2018 at 1:39:08 am
when you put a transparent texture on the voronoi fracture it reveals what is always true, the one object is really many. That doesn't matter if it's not a transparent texture as long as it doesn't separate too soon due to self collisions... here though I tried a number of things to get it not to break too early (turning the VF from Enabled Off to On looks like it should work in the viewport but the result in the renderer is wrong) so ended up with this.
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I went with turning Hull only Off and On in the VF. It seemed to take VF/Sources tab Distribution Type being Inverse Normal when I tested on a sphere but substituting with a 'glass' type object that doesn't seem to be true...