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! >>>>>> >>>>> >>>>> ------ >>>>> Softimage Mailing List. >>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>>>> with "unsubscribe" in the subject, and reply to confirm. >>>>> >>>>> >>>>> >>>>> ------ >>>>> Softimage Mailing List. >>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>>>> with "unsubscribe" in the subject, and reply to confirm. >>>>> >>>> >>>> >>>> ------ >>>> Softimage Mailing List. >>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>>> with "unsubscribe" in the subject, and reply to confirm. >>>> >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> > >
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