>
> 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 <[email protected]> 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 <[email protected]>:
>
>> 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 <[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!
>>>>
>>>
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