- [Voiceover] In this chapter, we're going to build
a system that will allow us to fracture
any piece of geometry that we want
and destroy it really really efficiently,
and then cache that out as an Alembic.
And so this system is fantastic.
It shows off a bunch of interesting techniques.
One is using volume-based fracturing
to get some really interesting interior forms
that are broken up instead of any regular shapes.
We're going to use this system to create auto UVs
for all the interior faces, so we can have
nice textures on those and we're also going to have
a system that builds us proxy geometry
so the actual geometry that's being fed
to the simulation engine is really light
and really efficient and then we'll apply the results
back to our high-res geometry.