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>
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