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 <jonathan.moo...@gmail.com>:

> 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 <xsiml...@gmail.com> 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 <jonathan.moo...@gmail.com>:
>>
>>> 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 <ron...@toonafish.nl> 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 <xsiml...@gmail.com> 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:
>>>>
>>>> <houdini.jpg>
>>>>
>>>> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon <xsiml...@gmail.com>:
>>>>
>>>>> 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):
>>>>>
>>>>> <bad_geo.jpg>
>>>>>
>>>>> 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 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 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.

Reply via email to