So why not fracture it in XSI? IFX does a pretty good job at that plus there 
are several other tools that a decent too.

Morten


> Den 7. december 2016 klokken 15:32 skrev Fabricio Chamon <xsiml...@gmail.com>:
> 
> 
> Hey, well I'm not simulating in houdini. I'm exporting direclty from the
> voronoi fracture output to a rop alembic.
> 
> So my case is a bit simpler, I just need to send the fractured geo back.
> Alembic is working fine for the purpose, (for some reason it already gives
> me fused vertices).
> 
> 
> 
> 2016-12-06 21:16 GMT-02:00 nikaragua86 <nikaragu...@gmail.com>:
> 
> > what node are you exporting from houdini? you can try to cache the
> > simulation to bgeo, then import it to houdini, then fuse vertices, export
> > to bgeo again, just to make sure all is correct, then import to houdini and
> > than export to alembic. just like in this tutorial. also make sure that you
> > understand what you are doing and which option to choose with
> >
> > Dop Import Import Style Fetch Packed Geometry
> >
> > [image: Встроенное изображение 1]
> >
> >
> > https://vimeo.com/92866922
> >
> >
> > 2016-12-07 1:41 GMT+03:00 Fabricio Chamon <xsiml...@gmail.com>:
> >
> >> yes I tried converting to poly before the fuse node, nothing changed.
> >>
> >> But as I'm now commited to the beforementioned workflow things are sort
> >> of flowing.
> >>
> >> Thanks for the tips anyway! Will surelyl remember that for the next time.
> >>
> >> 2016-12-06 17:59 GMT-02:00 Nono <nnois...@gmail.com>:
> >>
> >>> Maybe you can't fuse because of polysoup or packedgeo, did you try a
> >>> convert node (to poly) or an unpack before fusing ?
> >>>
> >>> Be carefull with fuse thought if you fuse your surely have to do that in
> >>> a loop (just use the piece attribute) to prevent fusing pieces together.
> >>>
> >>> Cheers
> >>>
> >>> On 6 December 2016 at 16:32, Fabricio Chamon <xsiml...@gmail.com> wrote:
> >>>
> >>>> thanks Christopher! I tried using divide + the scale/rescale
> >>>> stuff...even so I'm still not getting 100% reliable results as you noted.
> >>>>
> >>>> On top of that there are many issues with alembic importer in
> >>>> softimage.... It is buggy and hangs/crashes randomly (with the fractured
> >>>> meshes coming houdini I have to say...didn't have any troubles like that 
> >>>> in
> >>>> other scenarios)
> >>>>
> >>>> Ok. so here is an overview in case anybody else needs to transfer
> >>>> houdini fractures back to softimage:
> >>>>
> >>>> - .obj always import ok (doesn't crash), but internal faces are always
> >>>> disconnected
> >>>> - .abc imported through built-in importer sort of works (a progress bar
> >>>> hangs at viewport, I have to click cancel, but everything is there). 
> >>>> Welded
> >>>> faces, which is nice, BUT messed up (stretched) UVs in some spots. Also, 
> >>>> it
> >>>> introduces all kinds of wierdnessess in the scene, so totally not
> >>>> recomended.
> >>>> - .abc imported through exocortex crate works reliably (doesn't crash,
> >>>> no buggy behaviors). Welded faces, BUT no UVs (well it comes with a 
> >>>> strange
> >>>> UV that is not usable). Retains inside/outside groups from houdini 
> >>>> (stored
> >>>> as clusters) which is a big plus
> >>>>
> >>>> So in the end the "easiest" way I found to transfer these meshes is to
> >>>> export data as alembic through the ROP Alembic Output node (ogawa or
> >>>> whatever, does not really matter), then import into soft with crate and
> >>>> finally transfer the UVs using gator. (yeah terrible for dense meshes).
> >>>>
> >>>>
> >>>>
> >>>> 2016-12-06 12:36 GMT-02:00 Christopher Crouzet <
> >>>> christopher.crou...@gmail.com>:
> >>>>
> >>>>> For information, I also had issues with the Voronoi SOP creating a
> >>>>> suboptimal mesh output (disconnected points here and there) and found 
> >>>>> that
> >>>>> the scale of the object can greatly influence the quality of the 
> >>>>> fracture.
> >>>>> So just crank up the scale to reach a bounding box of around 100-1000 
> >>>>> units
> >>>>> (don't go too high or this might cause floating-point issues), apply the
> >>>>> Voronoi SOP, and revert the scale back. Another helpful thing to do, as
> >>>>> recommended by SESI, is to avoid an input geometry with non-planar 
> >>>>> faces by
> >>>>> inserting a Divide SOP before the fracture.
> >>>>>
> >>>>> Well, even with these 2 tips it still might not work depending on the
> >>>>> input geometry.
> >>>>>
> >>>>>
> >>>>> On 6 December 2016 at 21:29, Fabricio Chamon <xsiml...@gmail.com>
> >>>>> wrote:
> >>>>>
> >>>>>> ok solved exporting through a ROP node instead of file node. Now
> >>>>>> alembic imports fine and all faces are good. =)
> >>>>>>
> >>>>>> 2016-12-06 12:15 GMT-02:00 Fabricio Chamon <xsiml...@gmail.com>:
> >>>>>>
> >>>>>>> Well, unfortunatelly soft crashes everytime I try to import this
> >>>>>>> alembic mesh from houdini... so I went for objs.
> >>>>>>>
> >>>>>>> And I'm afraid I can't merge them in Soft because a) it will take
> >>>>>>> quite some time as the whole geo is dense and b) I'd have to leave a 
> >>>>>>> gap
> >>>>>>> between the pieces or else any adjacent pieces would get merged 
> >>>>>>> together...
> >>>>>>> and I want them to be single pieces.
> >>>>>>>
> >>>>>>> is that an export thing ? Because it works nicely inside houdini...
> >>>>>>>
> >>>>>>> 2016-12-06 12:07 GMT-02:00 nikaragua86 <nikaragu...@gmail.com>:
> >>>>>>>
> >>>>>>>> hi, i had the same issue, exported simulation from houdini to maya
> >>>>>>>> with alembic, i just merged vertices in maya
> >>>>>>>>
> >>>>>>>> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon <xsiml...@gmail.com>:
> >>>>>>>>
> >>>>>>>>> Hey gang,
> >>>>>>>>>
> >>>>>>>>> I'm doing a voronoi shatter in houdini and want to bring the
> >>>>>>>>> result back into softimage (exporting .obj to Soft 2015 SP2). The 
> >>>>>>>>> outside
> >>>>>>>>> pieces are disconected from the inside pieces, like this:
> >>>>>>>>>
> >>>>>>>>> [image: Imagem inline 1]
> >>>>>>>>>
> >>>>>>>>> I'm pretty sure it's me doing something wrong in houdini... My
> >>>>>>>>> setup is really simple: Import alembic mesh > vdb from polys > 
> >>>>>>>>> scatter >
> >>>>>>>>> voronoi with those points. Already tried to mess with all the 
> >>>>>>>>> voronoi
> >>>>>>>>> parameters and add a fuse node at the very end just before 
> >>>>>>>>> exporting. But I
> >>>>>>>>> can't find a way to have the outside/inside faces merged for each 
> >>>>>>>>> piece.
> >>>>>>>>>
> >>>>>>>>> any hints?
> >>>>>>>>>
> >>>>>>>>> Thank you
> >>>>>>>>>
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> >>>>>>>>>
> >>>>>>>>
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> >>>>>
> >>>>>
> >>>>> --
> >>>>> Christopher Crouzet
> >>>>> *http://christophercrouzet.com* <http://christophercrouzet.com>
> >>>>>
> >>>>>
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