Hi! for the past week Ive been actively developing a real time destruction system based on voxels, however i do not want voxel graphic.
The idea was simple: using same mesh and same materials for shards so there is no need to generate new one.
In fragment shaders, i use bounding box of the voxel model, the local position and a voxel mask. For each fragment, I determine which voxel it belongs to and check whether that voxel is enabled. I also added some noise, to the mask so it won't look that sharp and voxelized.
But there is a problem which I've been struggling to solve. Meshes are made of flat polygons. The exposed interiors of the shards and partially destroyed objects look hollow and empty instead of having convincing internal volume.
I'd really appreciate any ideas or advice on how to tackle this. I've already experimented with parallax mapping and even tried rendering a grid-like structure inside the objects, but both approaches ended up looking unnatural.
Has anyone dealt with a similar problem, or can you think of a technique that could make the exposed interiors appear solid without generating actual internal geometry?