Houdini
Substance Painter
DaVinci Resolve
The video is rendered with Solaris and Karma XPU
The mask is made in Copernicus where I imported hit attributes on the UVs of the statue where the falling rocks hits it. This is then connected into a Block loop which reads them and grows with the help from fractal noise and dilate erode. This mask was then written to disk and imported to drive a materialX between the rock and marble material.
COP-net built with adjacency
Substance Materials blending by the mask. Every folder is representing one channel - Roughness, Basecolor, Normal and Bump-map. These are driven from the mask and goes into a materialX Stadard Surface.