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!
>>
>>
>>
>>
>>
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