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 :
> Another option would have been to ray the original geo to the converted
> vdb geo. Using vdb reshape for the erode, and
>
> 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 wrote:
> doh..sorry I misspelled your name. Jonathan =)
>
>
doh..sorry I misspelled your name. Jonathan =)
2016-12-13 20:07 GMT-02:00 Fabricio Chamon :
> 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
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
>
> 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
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
>
> 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
Once you use vdb, than all the uv data is gone so as Christopher is saying
you must attribute
Transfer those uv back to your new
Mesh. Depending how much your topology changed this operation will work
nicely or not.
Send me a hip file if you want :)
On Mon, 12 Dec 2016 at 15:57, Jonathan Moore
I find QuickThickness (on rray) to be pretty reliable.
You'll need to flip the normals on the inside surface but it avoids self
intersections and remains parallel (as long as you're not adding too much
thickness for the topological layout of the points).
Have you tried using `AttribTransfer SOP` to transfer the UVs from the
original mesh onto the output of the node 'polyreduce1', and then merging?
On 12 December 2016 at 22:41, toonafish wrote:
> you could try Meshmixer, it’s free and used for 3D printing but has a
>
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 wrote:
>
> ...well and minutes after writing the e-mail I found a really reliable
> solution in houdini, that
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