First of all, DMM and ptex really don’t have anything to do with autodesk.
Secondly, it’s a little too early for ptex support. Other than 3dCoat, I’m not aware of other software that supports it properly. And while I would happily never do uv mapping for anything again, it’s a little too soon for ptex.
Thirdly, I am not really sure, but what is so good about DMM? I mean it’s a good physics engine, but how is it really that much better than other solutions like physx, bullet, ODE and havok?
But as I said in the other thread, I’m all for HumanIK integration in unity.
I use 3D coat, and I’m begining to experiment with using Ptex for painting, then pushing it out to standard UV. thus far, the results seem better than my previous attempts with straight UV. (Ptex is a Disney approach btw )
DMM is not a physics engine, it’s a destruction engine.
Dynamically break objects based on their weight, place of impact and all that cool stuff.
Sure unity has some breaking plugins made by community, but they don’t even stand close to DMM.
If used right, it really gives life to a static game world.
Physx Apex: (Its part of Physx which is what Unity uses)
Built into Physx. This was discussed a while back and there is a good reason why its not integrated/in the works yet if I remember correctly. (Something about lack of support for a certain OS or hardware I think. But I could be thinking of something else… please correct me if I am wrong. Also, I am sure engine upgrades are top priority for the Unity folks instead of this kind of extra stuff.)
However, this would be fantastic to be integrated into Unity.
Here is the tool used to create the destructibility:
Destruction is sort of the same each time. If you look closely at the second video there are different sizes of debris that fly out of the wall that are not in the fully destructed state. The problem is that they are using a rocket launcher. So of course everything is always obliterated.
This video shows that a little better at about 40-45 seconds you can see that when the wall is hit it creates some large and small debris based on the impact force. On impact it takes the force and applies it to the model generating the sub layers of destruction. If the force is great enough it will always create the small debris. If it is not then it will create chunks of various sizes. At least that’s what I have observed from all the demos. Aka, the destruction units are the same all the time, but based on impact forces it will group or un-group portions of them to create debris.
(Skip to 40-45seconds to see what I mean of chunk sizes)
It may seem like the large chunks are static and always there but if you look closely in the first 30 seconds you see some larger chunks fall and then disintegrate into smaller pieces when another rocket is fired.
This one is just for fun:
Anyway, real time dynamic destruction as what you described would be far to resource demanding for current technology. These systems are the current answer. Sub divide into damage units and engage or disengage the units based on impact force into groups of units or individual units of debris.
As for havok, it still uses the same concept with its destructible engine.