How it was made:
The effect was achieved by bringing in the car that was provided by Sydnee Robertson with the object merge node and and scattered points along the surface, then fractured it using the voronoi fracture node. The Scatter node changes the level of detail of the fracture segments. Polyname and Pscale attributes were added so that the faces would gradually appear or disappear based on how close the faces are to the sphere, which drives the effect. Scaling or translating the sphere will change the starting position of where the objects transitions from.
Parameters were made at the top level for easy adjustments. Level of detail comes from the scatter point density. Face distance was unused because it came from the exploded view node that was not needed in this project. Transition Growth is relating to the attribute texture node, this uses the sphere to direct where the transition is starting. The Transformation Controls are connected to the sphere radius and transformation controls.
The depth frequency section of the parameters was created by using a point VOP node and adding an anti- aliased noise node to the x y and z of the geometry. The parameters were promoted to allow top level adjusting. For the final result of this project, this section was not used.
Some challenges with this project included the heaviness of the file. In order to get the amount of fractures Sydnee needed, I had to crank up the scatter points to about 900. Also because the scatter points were increased, in the voronoi fracture the setting “Create Inside Surface” had to be turned off so that Houdini wouldn't crash. Turning off Create Inside Surface reduced the overall buffering time, however it took away the thickness of the fractured faces during the transition.