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Found 5 results

  1. Hi everybody, I'm trying to create some sort of art directing organic voronoi mesh on a human model (see the reference images, property of The Mill) and I think I come closer to what I'm looking for by using the voronoi fracture node along with some divide (with remove shared edges) and fuse node to weld unwanted points and then I pass each face on a for loop to make some inset and to delete the inner face to achieve the base mesh. Then all I did is to extrude the mesh to get some volume. Although I'm happy with the result that took me some time of R&D after trying several methods, I noticed some problems that I want to address but I don't have idea on how to approach them, so I hope someone could point me in the right direction. 1.- First, the pattern isn't really customizable, I've tried with the dual mesh to get hexagons but apart from that I don't see many options to vary the shapes (This is probably no very important as the reference images shows voronoi patterns but with some distortion) 2.- About the voronoi distortion, I just applied some trick I found on the internet about transforming the scale before and after the voronoi fracture to get some squashed shapes, so far worked good but I dont really have much control. 3.-One of the big issues I have is that I want some sort of control to place and blend bigger pieces with small ones like you can see on the legs, arms and hands. For this I've tried to paint areas where I want more fracturing, like fingers or face. It did work well, but I noticed some unpainted parts gives unwanted results as they make extra big holes, loosing the overall feel and look. Maybe I have to refine the paint to avoid those areas but again, there's no really a good control for them. 4.- Another big issue I have is some mesh artifacts-distortion presumable for very tiny pieces (you can see in the third picture) after inset and/or extrude them. I don't really know how to solve this, I've tried to modify the fuse tolerance to avoid open geometry and tried different values for inset/distance without luck. This is also related to the divide node who remove some edges in those small areas, probably leaving primitives with weird normals. I've tried to increase scattered point on those areas even by adding a different set of scattered points just for the fingers without luck. What I thought is that I could probably fix the base mesh in some other application like max/lightwave in order to get proper geometry but that would break the procedural nature. 5.- Lastly, since everything I've tried to fix the fingers and some other problematic areas has failed, I've decided that maybe a blend between solid parts (without inset and distance) could avoid to get rid of those problems, but I face the problem that I font know how to select primitives based on scattered points, probably vex could help me here but I'm not sure what functions could help me for this, not to state that I'm not vex fluent. My idea is to generate a group form the scattered points by painting some areas, then exclude that group from the "for loop" to avoid the geometry to get deleted, then merge just when I am extruding the base mesh, near the end. What do you guys think, is there another way to achieve this effect? Would like to hear you opinions (PS I've tried VDB, works well but has too many geometry) Is this a good method for solving a problem like this? And much more important, how do I solve those mesh glitches errors without having to edit the mesh manually? I've included the file in case you want to take a closer look. Thank you for reading. Hope you all are well and ok. abstract_modeling.rar
  2. Hi,guys I got a problem with the polyextrude node. There are two piece of grid like this and I don`t know how to extrude this two piece of primitives in different Distance by only use one polyextrude node like this Because, I have lots of primitives in my job and each one of then have different "Distance" to extrude , Here`s my work file:diff_extrude_test_v001.hip In my file I try other way to fix it like:curve node → carve (do animation)→ transfer color attritube to my primitives to polyextrude by Attritube VOP node,and try to get distance between the centriod of primitives to the location but i don`t know how to deal with the distance data in VOP to control the polyextrude node ??? So, any kind of method not only use polyextrude but also other nodes can solve my problem. Thanks for anyones help !!!
  3. Hi! I'm still new to houdini and thanks to some good tutorials and some kind people I'm starting having fun with it I've created a digital asset with a primitive object being extruded with color attribute, everything is working fine. Now I want to be able to control the thickness scale with the color attribute the same way it's working with the distance parameter (with local attributes). > When not contaminated by color the value should remain 1 >when contaminated the value should decrease but I would need to still be able to control the amount of thickness scale (between 0 and 1). I'm not sure what would be the process for this, I tried to set an attribute create named thickness and putting $CR in the value but it seems it's not the way it should be done. extrude_falloff.hipnc.hiplc
  4. voronoi fracture extrusion issue

    Hi Everybody, Can anyone tell me why when I polyextrude a tube and voronoi fracture it the pieces reach all the way into the interior of the tube instead of cutting only as deep as my extrusion? Please see attached image and .hip file Thanks! extrusion_voronoi_issue.hip
  5. Hi, I've started a thread in rendering about a shadow pb : http://forums.odforce.net/topic/25244-wrong-shadow/ seems like the pb is in the model, so I'm looking for modelling help here. 1- what is wrong with how I made the wall ? cookied curves + ployextrude. Is there a better way ? A better way to combine curves maybe ? 2- I need the opposite wall, with the copy SOP I made a reflected copy (scale -1 on 2 axis) The resulting geo is all normals inside, and still have the shadow problem. Renders as weird as the original wall. 3- What would be the best way to control/flip my normals? I saw somewhere a simple VEX line in a pointwrangle or attribwrangler, but I can figure out where I saw that. The reverse node doesn't seem to reflect the change in the viewport (but affect the render). Thanks for your time, on any or all points. <- could write that in vex? here is the hip file: shadow-pb.hipnc