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Fracture Mesh Error

Hi, I'm having an issue with fracturing meshes in Unreal with the built-in destructible mesh generator.

at preview depth 0, it looks fine http://puu.sh/g3hy7/ba1960a9d6.jpg

at preview depth 1, the textures break. alt text

you can see that the holes in the mesh are not generated with any sort of relativity to the mesh, textures, or fractures alt text

you can also see that the mesh on the inside gets all sorts of fun, unexplained holes. alt text .

If anybody has any suggestions for how I might be able to fix this, my team and I would be most grateful for any tips or help.

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asked Feb 19 '15 at 05:42 AM in Using UE4

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Raimen
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Hi Raimen,

When you are making a destructible you need to make sure that your mesh is fully enclosed. There cannot be any open faces as the voronoi fracture method or even the methods in PhysX Labs will not generate faces for parts of a mesh that is not closed.

That would be the first place to check. After you do that if you still have any issues please let me know and I will be glad to offer some assistance.

Thanks,

Tim

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answered Feb 19 '15 at 07:24 PM

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Tim Hobson ♦♦ STAFF
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avatar image Raimen Feb 19 '15 at 07:39 PM

Hey Tim, thanks for the tip. I'll get to it then and report back with my findings :)

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I think the best solution for you would be to get a hold of a copy of the Nvidia Apex Lab and then use it with some custom fracture maps to get it set up the way you want.

If that doesn't work, you're going to have to split your mesh into smaller, seperate objects. It is pretty silly, but there really isn't an alternative.

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answered Feb 19 '15 at 08:32 AM

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Allar
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avatar image Raimen Feb 19 '15 at 08:42 AM

Hey thank you for the reply, but I am upset to say that apex creates the same results. I don't know if it is the mesh that is too complex or the way that I modeled it but both tools had the same issue :/

avatar image Allar Feb 19 '15 at 09:08 AM

Even with a fracture map?

avatar image Raimen Feb 19 '15 at 09:14 AM

Sadly yes. We tried cutting many different ways, but we get the artifacts where there are holes in the texture and in the chunks as well. Is there a limit to the complexity that these tools are meant to deal with?

avatar image Allar Feb 19 '15 at 09:16 AM

If fracture maps aren't cutting it for you (lol), then currently there really isn't any other way other than making smaller separate meshes currently. You can designate certain meshes as support meshes in the Apex Lab tool but if you're looking for the entire thing to crumble, kind of out of luck.

avatar image Raimen Feb 19 '15 at 09:37 AM

Alright then. Thanks a bunch for the support. I'll report back if something works for us :)

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