Procedural Ruins Tool

I created a procedural ruins tool that will convert any input mesh into a ruined version which can be used directly inside Unreal Engine.
For the tool I also created an environmental shader inside Unreal that will make the ruin blend into different environment such as jungle, sand or snow. I also added an option to add any sediment geometry on top of the fractures if you want want actual geometry instead of just the shader. There is also an option to add a baked simulation to the mesh to add some debris around the ground from the fractured pieces.

I created different methods of fracturing when using the HDA to make the user be able to customize which type of fracture they want.

The Tool consist of having a toggle for what type of fracture you want to make to the tool. The option to add a secondary fracture to it, option to add displacement to the inside fracture pieces. Add a baked destruction to simulate debris around the object using a freeze frame. Add sediment at the end that will also cover the debris and the mesh. Shader inside unreal to make it blend with any environment if need be.

An overview of the tool

Adding Edge Damage

BooleanFracture

Breakdown Video of the other fracture method

Some of the parameters being displayed in the video

Some of the parameters being displayed in the video

Rock Material

Rock Material