You can script the particle/geometry collisions using pFlow, but I understand the use of PArray since the rocks and dust are just a really simple effect and maybe you don’t want to overhead of pFlow.
That’s the missing piece of the puzzle for me, thanks! I didn’t even know about the displace spacewarp. This is going to come in very handy for me.
I think that would be worth looking into. One way I can think of off-hand to do this would be to detach the faces selected for subdividing (plus maybe some extras around the edge) as a cloned object, move them out a little and apply a new texture so that it works as a decal for the texture change. That’s probably the easiest way I can think. Plus, you’d want to turn of shadow casting for the new object so it’s not a rendering burden.
I’m doing some tests now and should have something to post soon. Thanks for the great ideas. I hope you don’t mind me making my own version of this. But if you’re not going to sell or release it, I gotta do what I gotta do. This is too good to pass up. 