RFE: Convert Houdini Shatter into Blast Destruction

Hello, this request is around, being able to more easily setup, multi-layered shatters in Houdini, and then have those assets imported into OV and converted into Blast Assets.

I can easily provide a sample Houdini/USD file for your review.

Thanks for your consideration.

It would be great if you could provide a USD example. We can add a ticket to our backlog to consider with that.

Thanks - I’ll do that today. Houdini has attributes that record the Parent-Child relationship between the pieces : it all appears to map pretty nicely to the Blast data structure (hopefully).

H_Fracture.zip (184.0 KB)

Please find the attached file. I have complete control over how this data is stored in USD, so if you want to use a specific naming convention or require some kind of primvar be defined - we can do those sorts of things.

A little background…

This is a Cube, that was fractured 3 times. The Geo pre-fracture is stored on the previous depth. So, the original Cube is depth0 and its 1st fracture result is depth1, and so on. So, you have the Geo at each depth, and using the naming convention you have the parent-child relationship between pieces.

Now, there’s also a GeoSubSet that tells you if this Prim is an outside/inside Prim.

depth0 - Cube
depth1- 1st fracture
depth2 - 2nd fracture
depth3 -3rd fracture

The hierarchy is defined using the ‘_’ underscore character.

/_Parent_ChildParent_ChildParent_etc.

Consider this:

/depth3/_1_22_40
/depth3/_1_28_111
/depth3/_1_28_136
/depth3/_1_28_19
/depth3/_1_28_42

_1 is the Parent of all
_1_22, and _1_28 are the Children of _1
_1_22_40 is the Child of _1_22
…and so on

So, the Goal of this ask is, to leverage the mature fracture toolset of Houdini against the RealTime toolset(s) in Omniverse.

Thanks.

It really doesnt even need to be a conversation per-se, if I simply knew the USD data schema that Blast uses when I fracture inside Omniverse, then I can author all of this in Houdini and it would just “work” automagically.