doh..sorry I misspelled your name. Jonathan =)

2016-12-13 20:07 GMT-02:00 Fabricio Chamon <xsiml...@gmail.com>:

> 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!
>>>>>>
>>>>>
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