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 <[email protected]> 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 <[email protected]> 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 <[email protected]>:
>
>> 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 [email protected]
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
> ------
> Softimage Mailing List.
> To unsubscribe, send a mail to [email protected]
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 
Christopher Crouzet
*http://christophercrouzet.com* <http://christophercrouzet.com>
------
Softimage Mailing List.
To unsubscribe, send a mail to [email protected] with 
"unsubscribe" in the subject, and reply to confirm.

Reply via email to