>
> 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
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
Tack!
> 12 dec. 2016 kl. 15:50 skrev Jens Lindgren :
>
> This is really awesome Mikael!
> I almost got teared eyes watching it when you say it's a goodbye reel.
>
> Lycka till på ILM!
>
> /Jens
>
>
>> On Mon, Dec 12, 2016 at 12:28 AM,
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).
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
>
This is really awesome Mikael!
I almost got teared eyes watching it when you say it's a goodbye reel.
Lycka till på ILM!
/Jens
On Mon, Dec 12, 2016 at 12:28 AM, wrote:
> Thanks Tim! Yeah, in crowd we used it all the time when I was there. I
> heard that they have
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
@Cristobal and Andreas: yeah, that was it! thanks a lot!
@Morten: I'm a big fan of IFX, and currently using in the same project. I
love how powerful the ice operators can be to create nested shatters,
although it crashes sometimes. But I suddenly got this big messy mesh with
all sorts of bad
I guess this has a lot to do with how you use it and your methodology. While
not crash free I have always found Softimage very stable for these things,
except for a couple of versions along the way that made me pull hair out, but
even on those occasions you learn how to workaround and avoid
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