> > 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 <xsiml...@gmail.com> wrote: > 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! >>>>>>> >>>>>> >>>>>> ------ >>>>>> Softimage Mailing List. >>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut >>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm. >>>>>> >>>>>> >>>>>> >>>>>> ------ >>>>>> Softimage Mailing List. >>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut >>>>>> odesk.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. >
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