Hello Unreal Community,
I know that Rainbow Six Siege use a Ubisoft-made procedural destruction generation system (‘Realblast’) coupled with Havok FX.
I absolutely need to achieve the kind of destruction and will code what it takes to achieve it.
Let’s jump to the precise detail and analysis of Rainbow Six destructions:
~~ Reference pictures from Rainbow Six Siege ~~
This kind of wall is exactly what i’m going after. There’s a first layer of procedural destruction: a hole appears where you shoot, a bigger hole appear where you melee attack.
Leftside bullet hole, right side melee hole.
You can stack a fair amount of those damages
Until reaching the break point where a large part “Voronoi” style, breaks apart.
So far i’ve been playing with Physx Destruction and trying to build a simple wood door, but with the amount submesh involved it’s gonna become way too big and not scalable enough to go further with a level of detail enough to mimic a decent bullet hole shape.
I’m looking for any tips, advice, articles, even scholar papers in link with this kind of procedural behaviour.
Overall it looks like a sublayer of procedural dmg Cryengine style with a main layer of Voronoi on top of it.
I’m a general engineer, good enough programmer and quite solid in applied Math, i’ve no trouble getting my hands dirty with any underlying math and code complexity, bring it on :p.