oh that is really neat Cristobal, thanks for the screenshot and explanation! going to use that right now!
2016-12-13 21:58 GMT-02:00 Cristobal Infante <cgc...@gmail.com>: > Another option would have been to ray the original geo to the converted > vdb geo. Using vdb reshape for the erode, and minimun distance on the ray > node. This would give you the same topo, on the inner side so no need to > worry about UVs. > > So many options ;) > > > On Tue, 13 Dec 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.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. > > > ------ > 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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