Re: thickness - avoiding self intersections

2016-12-13 Thread Fabricio Chamon
oh that is really neat Cristobal, thanks for the screenshot and
explanation! going to use that right now!

2016-12-13 21:58 GMT-02:00 Cristobal Infante :

> Another option would have been to ray the original geo to the converted
> vdb geo. Using vdb reshape for the erode, and minimun distance on the ray
> node. This would give you the same topo, on the inner side so no need to
> worry about UVs.
>
> So many options ;)
>
>
> On Tue, 13 Dec 2016 at 22:08, Fabricio Chamon  wrote:
>
>> doh..sorry I misspelled your name. Jonathan =)
>>
>> 2016-12-13 20:07 GMT-02:00 Fabricio Chamon :
>>
>> yeah Johnatan me to, not super addicted to the voronoi stuff...that
>> straight edges are terrible... I like to use the iterative shatter in
>> IFX...to be honest IFX is a super tool for shattering, but it crashes often
>> with complex geometry (or skips the operator), which makes it unsuable
>> unfortunatelly. Houdini on the other hand is super robust, but needs more
>> advanced work to get that detailed edges.
>>
>> I've already seen this guy's video, it is a nice technique, but it limits
>> you in a way you can't distort too much the geometry or it starts
>> degrading. In such a procedural oriented DCC like houdini I tend to dislike
>> having these limitations, because it makes you care too much about your
>> parameters, and your output is not 100% reliable all the time. One could
>> introduce small artifacts that are hard to see in dense meshes but will
>> surelly show up as holes or overlapping geo at rendertime.
>>
>> anyway, I'm also diving slowly into houdini as projects allow, and I'm
>> liking it so much!
>>
>> 2016-12-13 19:31 GMT-02:00 Jonathan Moore :
>>
>> hey thanks everyone for the feedback. I tried meshmixer, but houdini
>> actually does the job better and faster (of course because it is more
>> biased in terms of workflow choices), so I'll stick to that ultimately. The
>> attribute transfer SOP was what I needed. yayy =)
>>
>>
>> Had a little play with MeshMixer and came to the same conclusions.
>>
>> Your original request made think a bit more about fracturing in Houdini.
>> I tend to use iFX in XSI and transfer the fractured geometry via Alembic to
>> Houdini as I don't like using Voronoi fracturing. In researching other
>> techniques I came across a nice workflow using Attribute Transfer and
>> Attribute VOP's to apply noise to both the edges and internal faces of the
>> Voronoi fracture to get rid of the straight edges and planer internal
>> faces. Not sure if it's any use to you or if it's a techniques you're
>> already using but somebody might find it useful.
>>
>> It's so simple I'm a tad annoyed I didn't think of something similar
>> myself - but I'm relatively new to Houdini so I'm not beating myself up too
>> much!  :)
>>
>> https://vimeo.com/176497413
>>
>>
>>
>>
>> On 13 December 2016 at 19:48, Fabricio Chamon  wrote:
>>
>> hey thanks everyone for the feedback. I tried meshmixer, but houdini
>> actually does the job better and faster (of course because it is more
>> biased in terms of workflow choices), so I'll stick to that ultimately. The
>> attribute transfer SOP was what I needed. yayy =)
>>
>> 2016-12-12 19:10 GMT-02:00 Jonathan Moore :
>>
>> you could try Meshmixer, it’s free and used for 3D printing but has a
>> “hollowing” feature that might work.
>>
>> -Ronald
>>
>>
>> Interesting. Meshmixer works in a similar manner to the VDB tools in
>> Houdini (it's solidifying and hollowing tools are based on voxels).
>>
>> I can see how it's useful for it's designed purpose in 3d printing but it
>> will be interesting to throw some lower poly stuff at it and see how much
>> of the topology survives the process.
>>
>> On 12 December 2016 at 15:41, toonafish  wrote:
>>
>> you could try Meshmixer, it’s free and used for 3D printing but has a
>> “hollowing” feature that might work.
>>
>>
>>
>> -Ronald
>>
>>
>>
>>
>>
>>
>>
>> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
>>
>> ...well and minutes after writing the e-mail I found a really reliable
>> solution in houdini, that is messing with vdb to smooth the internal part.
>> The vdbsmooth op retains the nice sharp corners while reducing
>> intersections, that is exactly what I want! The only problem is how to
>> merge both parts back while mantaining UVs. Houdini is giving me this
>> warning: *"A mis-match of attributes on the inputs was detected. Some of
>> the attribute values may not be initialized to expected values, i.e.: name,
>> path, N, uv."*
>>
>> Of course this is me not handling the attribute transfer correctly, so
>> any help is much appreciated! =)
>>
>> Tree and results:
>>
>> 
>>
>> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon :
>>
>> Hey everybody,
>>
>> what are your choices when it comes to thickness/solidify (or whatever
>> you call it) 

Re: thickness - avoiding self intersections

2016-12-13 Thread Jonathan Moore
>
> doh..sorry I misspelled your name. Jonathan =)


No worries. I often misspell it myself - when I've been a tad too greedy
with the vino the night before.  ;)

On 13 December 2016 at 22:08, Fabricio Chamon  wrote:

> doh..sorry I misspelled your name. Jonathan =)
>
> 2016-12-13 20:07 GMT-02:00 Fabricio Chamon :
>
>> yeah Johnatan me to, not super addicted to the voronoi stuff...that
>> straight edges are terrible... I like to use the iterative shatter in
>> IFX...to be honest IFX is a super tool for shattering, but it crashes often
>> with complex geometry (or skips the operator), which makes it unsuable
>> unfortunatelly. Houdini on the other hand is super robust, but needs more
>> advanced work to get that detailed edges.
>>
>> I've already seen this guy's video, it is a nice technique, but it limits
>> you in a way you can't distort too much the geometry or it starts
>> degrading. In such a procedural oriented DCC like houdini I tend to dislike
>> having these limitations, because it makes you care too much about your
>> parameters, and your output is not 100% reliable all the time. One could
>> introduce small artifacts that are hard to see in dense meshes but will
>> surelly show up as holes or overlapping geo at rendertime.
>>
>> anyway, I'm also diving slowly into houdini as projects allow, and I'm
>> liking it so much!
>>
>> 2016-12-13 19:31 GMT-02:00 Jonathan Moore :
>>
>>> hey thanks everyone for the feedback. I tried meshmixer, but houdini
 actually does the job better and faster (of course because it is more
 biased in terms of workflow choices), so I'll stick to that ultimately. The
 attribute transfer SOP was what I needed. yayy =)
>>>
>>>
>>> Had a little play with MeshMixer and came to the same conclusions.
>>>
>>> Your original request made think a bit more about fracturing in Houdini.
>>> I tend to use iFX in XSI and transfer the fractured geometry via Alembic to
>>> Houdini as I don't like using Voronoi fracturing. In researching other
>>> techniques I came across a nice workflow using Attribute Transfer and
>>> Attribute VOP's to apply noise to both the edges and internal faces of the
>>> Voronoi fracture to get rid of the straight edges and planer internal
>>> faces. Not sure if it's any use to you or if it's a techniques you're
>>> already using but somebody might find it useful.
>>>
>>> It's so simple I'm a tad annoyed I didn't think of something similar
>>> myself - but I'm relatively new to Houdini so I'm not beating myself up too
>>> much!  :)
>>>
>>> https://vimeo.com/176497413
>>>
>>>
>>>
>>>
>>> On 13 December 2016 at 19:48, Fabricio Chamon 
>>> wrote:
>>>
 hey thanks everyone for the feedback. I tried meshmixer, but houdini
 actually does the job better and faster (of course because it is more
 biased in terms of workflow choices), so I'll stick to that ultimately. The
 attribute transfer SOP was what I needed. yayy =)

 2016-12-12 19:10 GMT-02:00 Jonathan Moore :

> you could try Meshmixer, it’s free and used for 3D printing but has a
>> “hollowing” feature that might work.
>>
>> -Ronald
>
>
> Interesting. Meshmixer works in a similar manner to the VDB tools in
> Houdini (it's solidifying and hollowing tools are based on voxels).
>
> I can see how it's useful for it's designed purpose in 3d printing but
> it will be interesting to throw some lower poly stuff at it and see how
> much of the topology survives the process.
>
> On 12 December 2016 at 15:41, toonafish  wrote:
>
>> you could try Meshmixer, it’s free and used for 3D printing but has a
>> “hollowing” feature that might work.
>>
>> -Ronald
>>
>>
>>
>> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
>>
>> ...well and minutes after writing the e-mail I found a really
>> reliable solution in houdini, that is messing with vdb to smooth the
>> internal part. The vdbsmooth op retains the nice sharp corners while
>> reducing intersections, that is exactly what I want! The only problem is
>> how to merge both parts back while mantaining UVs. Houdini is giving me
>> this warning: *"A mis-match of attributes on the inputs was
>> detected. Some of the attribute values may not be initialized to expected
>> values, i.e.: name, path, N, uv."*
>>
>> Of course this is me not handling the attribute transfer correctly,
>> so any help is much appreciated! =)
>>
>> Tree and results:
>>
>> 
>>
>> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon :
>>
>>> Hey everybody,
>>>
>>> what are your choices when it comes to thickness/solidify (or
>>> whatever you call it) geometry?
>>> What software/operator or plugin you find most reliable to ouput a

Re: thickness - avoiding self intersections

2016-12-13 Thread Fabricio Chamon
doh..sorry I misspelled your name. Jonathan =)

2016-12-13 20:07 GMT-02:00 Fabricio Chamon :

> yeah Johnatan me to, not super addicted to the voronoi stuff...that
> straight edges are terrible... I like to use the iterative shatter in
> IFX...to be honest IFX is a super tool for shattering, but it crashes often
> with complex geometry (or skips the operator), which makes it unsuable
> unfortunatelly. Houdini on the other hand is super robust, but needs more
> advanced work to get that detailed edges.
>
> I've already seen this guy's video, it is a nice technique, but it limits
> you in a way you can't distort too much the geometry or it starts
> degrading. In such a procedural oriented DCC like houdini I tend to dislike
> having these limitations, because it makes you care too much about your
> parameters, and your output is not 100% reliable all the time. One could
> introduce small artifacts that are hard to see in dense meshes but will
> surelly show up as holes or overlapping geo at rendertime.
>
> anyway, I'm also diving slowly into houdini as projects allow, and I'm
> liking it so much!
>
> 2016-12-13 19:31 GMT-02:00 Jonathan Moore :
>
>> hey thanks everyone for the feedback. I tried meshmixer, but houdini
>>> actually does the job better and faster (of course because it is more
>>> biased in terms of workflow choices), so I'll stick to that ultimately. The
>>> attribute transfer SOP was what I needed. yayy =)
>>
>>
>> Had a little play with MeshMixer and came to the same conclusions.
>>
>> Your original request made think a bit more about fracturing in Houdini.
>> I tend to use iFX in XSI and transfer the fractured geometry via Alembic to
>> Houdini as I don't like using Voronoi fracturing. In researching other
>> techniques I came across a nice workflow using Attribute Transfer and
>> Attribute VOP's to apply noise to both the edges and internal faces of the
>> Voronoi fracture to get rid of the straight edges and planer internal
>> faces. Not sure if it's any use to you or if it's a techniques you're
>> already using but somebody might find it useful.
>>
>> It's so simple I'm a tad annoyed I didn't think of something similar
>> myself - but I'm relatively new to Houdini so I'm not beating myself up too
>> much!  :)
>>
>> https://vimeo.com/176497413
>>
>>
>>
>>
>> On 13 December 2016 at 19:48, Fabricio Chamon  wrote:
>>
>>> hey thanks everyone for the feedback. I tried meshmixer, but houdini
>>> actually does the job better and faster (of course because it is more
>>> biased in terms of workflow choices), so I'll stick to that ultimately. The
>>> attribute transfer SOP was what I needed. yayy =)
>>>
>>> 2016-12-12 19:10 GMT-02:00 Jonathan Moore :
>>>
 you could try Meshmixer, it’s free and used for 3D printing but has a
> “hollowing” feature that might work.
>
> -Ronald


 Interesting. Meshmixer works in a similar manner to the VDB tools in
 Houdini (it's solidifying and hollowing tools are based on voxels).

 I can see how it's useful for it's designed purpose in 3d printing but
 it will be interesting to throw some lower poly stuff at it and see how
 much of the topology survives the process.

 On 12 December 2016 at 15:41, toonafish  wrote:

> you could try Meshmixer, it’s free and used for 3D printing but has a
> “hollowing” feature that might work.
>
> -Ronald
>
>
>
> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
>
> ...well and minutes after writing the e-mail I found a really reliable
> solution in houdini, that is messing with vdb to smooth the internal part.
> The vdbsmooth op retains the nice sharp corners while reducing
> intersections, that is exactly what I want! The only problem is how to
> merge both parts back while mantaining UVs. Houdini is giving me this
> warning: *"A mis-match of attributes on the inputs was detected. Some
> of the attribute values may not be initialized to expected values, i.e.:
> name, path, N, uv."*
>
> Of course this is me not handling the attribute transfer correctly, so
> any help is much appreciated! =)
>
> Tree and results:
>
> 
>
> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon :
>
>> Hey everybody,
>>
>> what are your choices when it comes to thickness/solidify (or
>> whatever you call it) geometry?
>> What software/operator or plugin you find most reliable to ouput a
>> good geo?
>>
>> I'm doing some fracture work lately, and I've always had problems to
>> solidify complex geometry (with varying thickness/sharp angles and
>> corners/etc). It ends up self-intersecting the inside part, which 
>> obviusly
>> causes problems when you have to shatter later on.
>>
>> Here's a good 

Re: thickness - avoiding self intersections

2016-12-13 Thread Fabricio Chamon
yeah Johnatan me to, not super addicted to the voronoi stuff...that
straight edges are terrible... I like to use the iterative shatter in
IFX...to be honest IFX is a super tool for shattering, but it crashes often
with complex geometry (or skips the operator), which makes it unsuable
unfortunatelly. Houdini on the other hand is super robust, but needs more
advanced work to get that detailed edges.

I've already seen this guy's video, it is a nice technique, but it limits
you in a way you can't distort too much the geometry or it starts
degrading. In such a procedural oriented DCC like houdini I tend to dislike
having these limitations, because it makes you care too much about your
parameters, and your output is not 100% reliable all the time. One could
introduce small artifacts that are hard to see in dense meshes but will
surelly show up as holes or overlapping geo at rendertime.

anyway, I'm also diving slowly into houdini as projects allow, and I'm
liking it so much!

2016-12-13 19:31 GMT-02:00 Jonathan Moore :

> hey thanks everyone for the feedback. I tried meshmixer, but houdini
>> actually does the job better and faster (of course because it is more
>> biased in terms of workflow choices), so I'll stick to that ultimately. The
>> attribute transfer SOP was what I needed. yayy =)
>
>
> Had a little play with MeshMixer and came to the same conclusions.
>
> Your original request made think a bit more about fracturing in Houdini. I
> tend to use iFX in XSI and transfer the fractured geometry via Alembic to
> Houdini as I don't like using Voronoi fracturing. In researching other
> techniques I came across a nice workflow using Attribute Transfer and
> Attribute VOP's to apply noise to both the edges and internal faces of the
> Voronoi fracture to get rid of the straight edges and planer internal
> faces. Not sure if it's any use to you or if it's a techniques you're
> already using but somebody might find it useful.
>
> It's so simple I'm a tad annoyed I didn't think of something similar
> myself - but I'm relatively new to Houdini so I'm not beating myself up too
> much!  :)
>
> https://vimeo.com/176497413
>
>
>
>
> On 13 December 2016 at 19:48, Fabricio Chamon  wrote:
>
>> hey thanks everyone for the feedback. I tried meshmixer, but houdini
>> actually does the job better and faster (of course because it is more
>> biased in terms of workflow choices), so I'll stick to that ultimately. The
>> attribute transfer SOP was what I needed. yayy =)
>>
>> 2016-12-12 19:10 GMT-02:00 Jonathan Moore :
>>
>>> you could try Meshmixer, it’s free and used for 3D printing but has a
 “hollowing” feature that might work.

 -Ronald
>>>
>>>
>>> Interesting. Meshmixer works in a similar manner to the VDB tools in
>>> Houdini (it's solidifying and hollowing tools are based on voxels).
>>>
>>> I can see how it's useful for it's designed purpose in 3d printing but
>>> it will be interesting to throw some lower poly stuff at it and see how
>>> much of the topology survives the process.
>>>
>>> On 12 December 2016 at 15:41, toonafish  wrote:
>>>
 you could try Meshmixer, it’s free and used for 3D printing but has a
 “hollowing” feature that might work.

 -Ronald



 On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:

 ...well and minutes after writing the e-mail I found a really reliable
 solution in houdini, that is messing with vdb to smooth the internal part.
 The vdbsmooth op retains the nice sharp corners while reducing
 intersections, that is exactly what I want! The only problem is how to
 merge both parts back while mantaining UVs. Houdini is giving me this
 warning: *"A mis-match of attributes on the inputs was detected. Some
 of the attribute values may not be initialized to expected values, i.e.:
 name, path, N, uv."*

 Of course this is me not handling the attribute transfer correctly, so
 any help is much appreciated! =)

 Tree and results:

 

 2016-12-12 12:55 GMT-02:00 Fabricio Chamon :

> Hey everybody,
>
> what are your choices when it comes to thickness/solidify (or whatever
> you call it) geometry?
> What software/operator or plugin you find most reliable to ouput a
> good geo?
>
> I'm doing some fracture work lately, and I've always had problems to
> solidify complex geometry (with varying thickness/sharp angles and
> corners/etc). It ends up self-intersecting the inside part, which obviusly
> causes problems when you have to shatter later on.
>
> Here's a good example, this is a corner piece from a rubiks cube (left
> original, right solidified, bottom isolated internal result geo):
>
> 
>
> I've tried some options like:
>
> - apply the operator, then select the internal part 

Re: thickness - avoiding self intersections

2016-12-13 Thread Jonathan Moore
>
> hey thanks everyone for the feedback. I tried meshmixer, but houdini
> actually does the job better and faster (of course because it is more
> biased in terms of workflow choices), so I'll stick to that ultimately. The
> attribute transfer SOP was what I needed. yayy =)


Had a little play with MeshMixer and came to the same conclusions.

Your original request made think a bit more about fracturing in Houdini. I
tend to use iFX in XSI and transfer the fractured geometry via Alembic to
Houdini as I don't like using Voronoi fracturing. In researching other
techniques I came across a nice workflow using Attribute Transfer and
Attribute VOP's to apply noise to both the edges and internal faces of the
Voronoi fracture to get rid of the straight edges and planer internal
faces. Not sure if it's any use to you or if it's a techniques you're
already using but somebody might find it useful.

It's so simple I'm a tad annoyed I didn't think of something similar myself
- but I'm relatively new to Houdini so I'm not beating myself up too much!
 :)

https://vimeo.com/176497413




On 13 December 2016 at 19:48, Fabricio Chamon  wrote:

> hey thanks everyone for the feedback. I tried meshmixer, but houdini
> actually does the job better and faster (of course because it is more
> biased in terms of workflow choices), so I'll stick to that ultimately. The
> attribute transfer SOP was what I needed. yayy =)
>
> 2016-12-12 19:10 GMT-02:00 Jonathan Moore :
>
>> you could try Meshmixer, it’s free and used for 3D printing but has a
>>> “hollowing” feature that might work.
>>>
>>> -Ronald
>>
>>
>> Interesting. Meshmixer works in a similar manner to the VDB tools in
>> Houdini (it's solidifying and hollowing tools are based on voxels).
>>
>> I can see how it's useful for it's designed purpose in 3d printing but it
>> will be interesting to throw some lower poly stuff at it and see how much
>> of the topology survives the process.
>>
>> On 12 December 2016 at 15:41, toonafish  wrote:
>>
>>> you could try Meshmixer, it’s free and used for 3D printing but has a
>>> “hollowing” feature that might work.
>>>
>>> -Ronald
>>>
>>>
>>>
>>> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
>>>
>>> ...well and minutes after writing the e-mail I found a really reliable
>>> solution in houdini, that is messing with vdb to smooth the internal part.
>>> The vdbsmooth op retains the nice sharp corners while reducing
>>> intersections, that is exactly what I want! The only problem is how to
>>> merge both parts back while mantaining UVs. Houdini is giving me this
>>> warning: *"A mis-match of attributes on the inputs was detected. Some
>>> of the attribute values may not be initialized to expected values, i.e.:
>>> name, path, N, uv."*
>>>
>>> Of course this is me not handling the attribute transfer correctly, so
>>> any help is much appreciated! =)
>>>
>>> Tree and results:
>>>
>>> 
>>>
>>> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon :
>>>
 Hey everybody,

 what are your choices when it comes to thickness/solidify (or whatever
 you call it) geometry?
 What software/operator or plugin you find most reliable to ouput a good
 geo?

 I'm doing some fracture work lately, and I've always had problems to
 solidify complex geometry (with varying thickness/sharp angles and
 corners/etc). It ends up self-intersecting the inside part, which obviusly
 causes problems when you have to shatter later on.

 Here's a good example, this is a corner piece from a rubiks cube (left
 original, right solidified, bottom isolated internal result geo):

 

 I've tried some options like:

 - apply the operator, then select the internal part and relax/smooth
 the geo (not ideal, since it starts to degrade the original shape, to the
 point it starts creating some internal/external intersections in some 
 areas)

 - using blender, that has a nice feature on its thickness operator
 called "clamp". It is exaclty what I need, but it's limited and does not
 work good in this piece for some reason.

 I'm sure there are more smart options out there...maybe a vdb stuff for
 the internal part, then converting it back to geo, but I'm out of ideas
 right now.

 How would you approach this ? (mesh is attached, in case someone wants
 to give it a shot).

 Thanks a lot guys!

>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to 

Re: thickness - avoiding self intersections

2016-12-13 Thread Fabricio Chamon
hey thanks everyone for the feedback. I tried meshmixer, but houdini
actually does the job better and faster (of course because it is more
biased in terms of workflow choices), so I'll stick to that ultimately. The
attribute transfer SOP was what I needed. yayy =)

2016-12-12 19:10 GMT-02:00 Jonathan Moore :

> you could try Meshmixer, it’s free and used for 3D printing but has a
>> “hollowing” feature that might work.
>>
>> -Ronald
>
>
> Interesting. Meshmixer works in a similar manner to the VDB tools in
> Houdini (it's solidifying and hollowing tools are based on voxels).
>
> I can see how it's useful for it's designed purpose in 3d printing but it
> will be interesting to throw some lower poly stuff at it and see how much
> of the topology survives the process.
>
> On 12 December 2016 at 15:41, toonafish  wrote:
>
>> you could try Meshmixer, it’s free and used for 3D printing but has a
>> “hollowing” feature that might work.
>>
>> -Ronald
>>
>>
>>
>> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
>>
>> ...well and minutes after writing the e-mail I found a really reliable
>> solution in houdini, that is messing with vdb to smooth the internal part.
>> The vdbsmooth op retains the nice sharp corners while reducing
>> intersections, that is exactly what I want! The only problem is how to
>> merge both parts back while mantaining UVs. Houdini is giving me this
>> warning: *"A mis-match of attributes on the inputs was detected. Some of
>> the attribute values may not be initialized to expected values, i.e.: name,
>> path, N, uv."*
>>
>> Of course this is me not handling the attribute transfer correctly, so
>> any help is much appreciated! =)
>>
>> Tree and results:
>>
>> 
>>
>> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon :
>>
>>> Hey everybody,
>>>
>>> what are your choices when it comes to thickness/solidify (or whatever
>>> you call it) geometry?
>>> What software/operator or plugin you find most reliable to ouput a good
>>> geo?
>>>
>>> I'm doing some fracture work lately, and I've always had problems to
>>> solidify complex geometry (with varying thickness/sharp angles and
>>> corners/etc). It ends up self-intersecting the inside part, which obviusly
>>> causes problems when you have to shatter later on.
>>>
>>> Here's a good example, this is a corner piece from a rubiks cube (left
>>> original, right solidified, bottom isolated internal result geo):
>>>
>>> 
>>>
>>> I've tried some options like:
>>>
>>> - apply the operator, then select the internal part and relax/smooth the
>>> geo (not ideal, since it starts to degrade the original shape, to the point
>>> it starts creating some internal/external intersections in some areas)
>>>
>>> - using blender, that has a nice feature on its thickness operator
>>> called "clamp". It is exaclty what I need, but it's limited and does not
>>> work good in this piece for some reason.
>>>
>>> I'm sure there are more smart options out there...maybe a vdb stuff for
>>> the internal part, then converting it back to geo, but I'm out of ideas
>>> right now.
>>>
>>> How would you approach this ? (mesh is attached, in case someone wants
>>> to give it a shot).
>>>
>>> Thanks a lot guys!
>>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: thickness - avoiding self intersections

2016-12-12 Thread Jonathan Moore
>
> you could try Meshmixer, it’s free and used for 3D printing but has a
> “hollowing” feature that might work.
>
> -Ronald


Interesting. Meshmixer works in a similar manner to the VDB tools in
Houdini (it's solidifying and hollowing tools are based on voxels).

I can see how it's useful for it's designed purpose in 3d printing but it
will be interesting to throw some lower poly stuff at it and see how much
of the topology survives the process.

On 12 December 2016 at 15:41, toonafish  wrote:

> you could try Meshmixer, it’s free and used for 3D printing but has a
> “hollowing” feature that might work.
>
> -Ronald
>
>
>
> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
>
> ...well and minutes after writing the e-mail I found a really reliable
> solution in houdini, that is messing with vdb to smooth the internal part.
> The vdbsmooth op retains the nice sharp corners while reducing
> intersections, that is exactly what I want! The only problem is how to
> merge both parts back while mantaining UVs. Houdini is giving me this
> warning: *"A mis-match of attributes on the inputs was detected. Some of
> the attribute values may not be initialized to expected values, i.e.: name,
> path, N, uv."*
>
> Of course this is me not handling the attribute transfer correctly, so any
> help is much appreciated! =)
>
> Tree and results:
>
> 
>
> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon :
>
>> Hey everybody,
>>
>> what are your choices when it comes to thickness/solidify (or whatever
>> you call it) geometry?
>> What software/operator or plugin you find most reliable to ouput a good
>> geo?
>>
>> I'm doing some fracture work lately, and I've always had problems to
>> solidify complex geometry (with varying thickness/sharp angles and
>> corners/etc). It ends up self-intersecting the inside part, which obviusly
>> causes problems when you have to shatter later on.
>>
>> Here's a good example, this is a corner piece from a rubiks cube (left
>> original, right solidified, bottom isolated internal result geo):
>>
>> 
>>
>> I've tried some options like:
>>
>> - apply the operator, then select the internal part and relax/smooth the
>> geo (not ideal, since it starts to degrade the original shape, to the point
>> it starts creating some internal/external intersections in some areas)
>>
>> - using blender, that has a nice feature on its thickness operator called
>> "clamp". It is exaclty what I need, but it's limited and does not work good
>> in this piece for some reason.
>>
>> I'm sure there are more smart options out there...maybe a vdb stuff for
>> the internal part, then converting it back to geo, but I'm out of ideas
>> right now.
>>
>> How would you approach this ? (mesh is attached, in case someone wants to
>> give it a shot).
>>
>> Thanks a lot guys!
>>
>
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Re: thickness - avoiding self intersections

2016-12-12 Thread Cristobal Infante
Once you use vdb, than all the uv data is gone so as Christopher is saying
you must attribute
Transfer those uv back to your new
Mesh. Depending how much your topology changed this operation will work
nicely or not.

Send me a hip file if you want :)

On Mon, 12 Dec 2016 at 15:57, Jonathan Moore 
wrote:

> I find QuickThickness (on rray) to be pretty reliable.
>
>
>
> You'll need to flip the normals on the inside surface but it avoids self
> intersections and remains parallel (as long as you're not adding too much
> thickness for the topological layout of the points).
>
> http://traypen.com/rr/bak/eistan/quickThickness_v1.6.xsiaddon
>
> On 12 December 2016 at 15:50, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
> Have you tried using `AttribTransfer SOP` to transfer the UVs from the
> original mesh onto the output of the node 'polyreduce1', and then merging?
>
>
> On 12 December 2016 at 22:41, toonafish  wrote:
>
> you could try Meshmixer, it’s free and used for 3D printing but has a
> “hollowing” feature that might work.
>
>
>
> -Ronald
>
>
>
>
>
>
>
> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
>
> ...well and minutes after writing the e-mail I found a really reliable
> solution in houdini, that is messing with vdb to smooth the internal part.
> The vdbsmooth op retains the nice sharp corners while reducing
> intersections, that is exactly what I want! The only problem is how to
> merge both parts back while mantaining UVs. Houdini is giving me this
> warning: *"A mis-match of attributes on the inputs was detected. Some of
> the attribute values may not be initialized to expected values, i.e.: name,
> path, N, uv."*
>
> Of course this is me not handling the attribute transfer correctly, so any
> help is much appreciated! =)
>
> Tree and results:
>
> 
>
> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon :
>
> Hey everybody,
>
> what are your choices when it comes to thickness/solidify (or whatever you
> call it) geometry?
> What software/operator or plugin you find most reliable to ouput a good
> geo?
>
> I'm doing some fracture work lately, and I've always had problems to
> solidify complex geometry (with varying thickness/sharp angles and
> corners/etc). It ends up self-intersecting the inside part, which obviusly
> causes problems when you have to shatter later on.
>
> Here's a good example, this is a corner piece from a rubiks cube (left
> original, right solidified, bottom isolated internal result geo):
>
> 
>
> I've tried some options like:
>
> - apply the operator, then select the internal part and relax/smooth the
> geo (not ideal, since it starts to degrade the original shape, to the point
> it starts creating some internal/external intersections in some areas)
>
> - using blender, that has a nice feature on its thickness operator called
> "clamp". It is exaclty what I need, but it's limited and does not work good
> in this piece for some reason.
>
> I'm sure there are more smart options out there...maybe a vdb stuff for
> the internal part, then converting it back to geo, but I'm out of ideas
> right now.
>
> How would you approach this ? (mesh is attached, in case someone wants to
> give it a shot).
>
> Thanks a lot guys!
>
>
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
> --
>
>
> Softimage Mailing List.
>
>
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* 
>
>
>
>
>
>
> --
>
>
> Softimage Mailing List.
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>
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Re: thickness - avoiding self intersections

2016-12-12 Thread Jonathan Moore
I find QuickThickness (on rray) to be pretty reliable.



You'll need to flip the normals on the inside surface but it avoids self
intersections and remains parallel (as long as you're not adding too much
thickness for the topological layout of the points).

http://traypen.com/rr/bak/eistan/quickThickness_v1.6.xsiaddon

On 12 December 2016 at 15:50, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> Have you tried using `AttribTransfer SOP` to transfer the UVs from the
> original mesh onto the output of the node 'polyreduce1', and then merging?
>
>
> On 12 December 2016 at 22:41, toonafish  wrote:
>
>> you could try Meshmixer, it’s free and used for 3D printing but has a
>> “hollowing” feature that might work.
>>
>> -Ronald
>>
>>
>>
>> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
>>
>> ...well and minutes after writing the e-mail I found a really reliable
>> solution in houdini, that is messing with vdb to smooth the internal part.
>> The vdbsmooth op retains the nice sharp corners while reducing
>> intersections, that is exactly what I want! The only problem is how to
>> merge both parts back while mantaining UVs. Houdini is giving me this
>> warning: *"A mis-match of attributes on the inputs was detected. Some of
>> the attribute values may not be initialized to expected values, i.e.: name,
>> path, N, uv."*
>>
>> Of course this is me not handling the attribute transfer correctly, so
>> any help is much appreciated! =)
>>
>> Tree and results:
>>
>> 
>>
>> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon :
>>
>>> Hey everybody,
>>>
>>> what are your choices when it comes to thickness/solidify (or whatever
>>> you call it) geometry?
>>> What software/operator or plugin you find most reliable to ouput a good
>>> geo?
>>>
>>> I'm doing some fracture work lately, and I've always had problems to
>>> solidify complex geometry (with varying thickness/sharp angles and
>>> corners/etc). It ends up self-intersecting the inside part, which obviusly
>>> causes problems when you have to shatter later on.
>>>
>>> Here's a good example, this is a corner piece from a rubiks cube (left
>>> original, right solidified, bottom isolated internal result geo):
>>>
>>> 
>>>
>>> I've tried some options like:
>>>
>>> - apply the operator, then select the internal part and relax/smooth the
>>> geo (not ideal, since it starts to degrade the original shape, to the point
>>> it starts creating some internal/external intersections in some areas)
>>>
>>> - using blender, that has a nice feature on its thickness operator
>>> called "clamp". It is exaclty what I need, but it's limited and does not
>>> work good in this piece for some reason.
>>>
>>> I'm sure there are more smart options out there...maybe a vdb stuff for
>>> the internal part, then converting it back to geo, but I'm out of ideas
>>> right now.
>>>
>>> How would you approach this ? (mesh is attached, in case someone wants
>>> to give it a shot).
>>>
>>> Thanks a lot guys!
>>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* 
>
>
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Re: thickness - avoiding self intersections

2016-12-12 Thread Christopher Crouzet
Have you tried using `AttribTransfer SOP` to transfer the UVs from the
original mesh onto the output of the node 'polyreduce1', and then merging?


On 12 December 2016 at 22:41, toonafish  wrote:

> you could try Meshmixer, it’s free and used for 3D printing but has a
> “hollowing” feature that might work.
>
> -Ronald
>
>
>
> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
>
> ...well and minutes after writing the e-mail I found a really reliable
> solution in houdini, that is messing with vdb to smooth the internal part.
> The vdbsmooth op retains the nice sharp corners while reducing
> intersections, that is exactly what I want! The only problem is how to
> merge both parts back while mantaining UVs. Houdini is giving me this
> warning: *"A mis-match of attributes on the inputs was detected. Some of
> the attribute values may not be initialized to expected values, i.e.: name,
> path, N, uv."*
>
> Of course this is me not handling the attribute transfer correctly, so any
> help is much appreciated! =)
>
> Tree and results:
>
> 
>
> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon :
>
>> Hey everybody,
>>
>> what are your choices when it comes to thickness/solidify (or whatever
>> you call it) geometry?
>> What software/operator or plugin you find most reliable to ouput a good
>> geo?
>>
>> I'm doing some fracture work lately, and I've always had problems to
>> solidify complex geometry (with varying thickness/sharp angles and
>> corners/etc). It ends up self-intersecting the inside part, which obviusly
>> causes problems when you have to shatter later on.
>>
>> Here's a good example, this is a corner piece from a rubiks cube (left
>> original, right solidified, bottom isolated internal result geo):
>>
>> 
>>
>> I've tried some options like:
>>
>> - apply the operator, then select the internal part and relax/smooth the
>> geo (not ideal, since it starts to degrade the original shape, to the point
>> it starts creating some internal/external intersections in some areas)
>>
>> - using blender, that has a nice feature on its thickness operator called
>> "clamp". It is exaclty what I need, but it's limited and does not work good
>> in this piece for some reason.
>>
>> I'm sure there are more smart options out there...maybe a vdb stuff for
>> the internal part, then converting it back to geo, but I'm out of ideas
>> right now.
>>
>> How would you approach this ? (mesh is attached, in case someone wants to
>> give it a shot).
>>
>> Thanks a lot guys!
>>
>
> --
> Softimage Mailing List.
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>
>
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-- 
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*http://christophercrouzet.com* 
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Re: thickness - avoiding self intersections

2016-12-12 Thread toonafish
you could try Meshmixer, it’s free and used for 3D printing but has a 
“hollowing” feature that might work.
 
-Ronald



> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
> 
> ...well and minutes after writing the e-mail I found a really reliable 
> solution in houdini, that is messing with vdb to smooth the internal part. 
> The vdbsmooth op retains the nice sharp corners while reducing intersections, 
> that is exactly what I want! The only problem is how to merge both parts back 
> while mantaining UVs. Houdini is giving me this warning: "A mis-match of 
> attributes on the inputs was detected. Some of the attribute values may not 
> be initialized to expected values, i.e.: name, path, N, uv."
> 
> Of course this is me not handling the attribute transfer correctly, so any 
> help is much appreciated! =)
> 
> Tree and results:
> 
> 
> 
> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon  >:
> Hey everybody, 
> 
> what are your choices when it comes to thickness/solidify (or whatever you 
> call it) geometry?
> What software/operator or plugin you find most reliable to ouput a good geo? 
> 
> I'm doing some fracture work lately, and I've always had problems to solidify 
> complex geometry (with varying thickness/sharp angles and corners/etc). It 
> ends up self-intersecting the inside part, which obviusly causes problems 
> when you have to shatter later on.
> 
> Here's a good example, this is a corner piece from a rubiks cube (left 
> original, right solidified, bottom isolated internal result geo):
> 
> 
> 
> I've tried some options like:
> 
> - apply the operator, then select the internal part and relax/smooth the geo 
> (not ideal, since it starts to degrade the original shape, to the point it 
> starts creating some internal/external intersections in some areas)
> 
> - using blender, that has a nice feature on its thickness operator called 
> "clamp". It is exaclty what I need, but it's limited and does not work good 
> in this piece for some reason.
> 
> I'm sure there are more smart options out there...maybe a vdb stuff for the 
> internal part, then converting it back to geo, but I'm out of ideas right now.
> 
> How would you approach this ? (mesh is attached, in case someone wants to 
> give it a shot).
> 
> Thanks a lot guys!
> 
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.

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