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