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Glass Fracturing VFX

Window
The shattering window VFX is part of the Lurker jump scare sequence.
The VFX is made up of a pre-recordered cached geometry collection simulation: the window was fractured in Houdini, imported and assembled in a Geometry Collection in Unreal, and recorder by making use of a Chaos Cache Manager.
When the Lurker jumps through the window, the intact window Static Mesh gets swapped with the broken version (including only the fragments remaining attached to the window frame)*, and the Geometry Collection made up by the fragments that will spread into the environment. The Chaos Cache Manger replays a pre-cached simulation, and once the fragments are still enough, the Geometry Collection gets replaced by a final Static Mesh of the completely shattered pieces.
*At the time of the development, anchor fields (used to hold into place portions of a geometry collection when this fractures), were still pretty finicky, and pieces under their influence would still partially move.
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Bottles
Upon receiving a strong enough hit, the bottle Static Mesh gets swapped with a Geometry Collection. Unlike the window, the simulation is dynamic and interacts organically with characters and environment alike. Once the shattered fragments have slowed down enough, the simulations is stopped, the fragments are slowly scaled down over the course of a few seconds, and eventually removed completely from the game.

In game window fracturing VFX

Wireframe view
The Chaos Cache Manager plays a pre-cached simulation of the broken window shattering in the scene.

Destroyable Bottles
The simulation interacts organically with characters and environment alike.