Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Search the Community: Showing results for tags 'voronoi'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 55 results

  1. Hi! I want to attach a geometry (some voronoi fragments in this case) to a moving/deformed mesh, i.e. I want to deform my base mesh freely and the voronoi fragments follow the deformations (Position and rotation or normals directions) without stretch it. I already try it with Point Vop but, how can I send the information of N directions to each voronoi fragment? If I send it with Cd looks like this: I animated the geometry with a mix and a group generated with color. I hope that someone know how to do this. Your feedback is welcomed and thanks so much!! Constraint Obj Test 01.hipnc
  2. Hello community, I'm trying to select (end-unroll) only the edges of a voronoi, is this possible? I tried with a divide sop (remove shared edges) with no luck, what I want is get the borders only of the voronoi coloured pieces, not the quads that are inside each piece, in other terms clean the mesh and have only the voronoi divisions and unroll them. Thanks!
  3. Hello I am trying to make a voronoi fractured object into grain soft body. I split the object with voronoi fracure, and use for loop to create grains for each piece. On the dop level all looks great - all voronoi pieces are separate and bounce around the way I wished. The problem is when simulated mesh is read back and fed into point deform sop. The original mesh is not acting as separate objects. Is there an easy to correct this? Also, is there a way to create a glue constrain for grain sims? voronoi soft body.hiplc
  4. Working on a project that is just a simple break away of a fractured model. Problem is that Mantra renders all the cracks in the shape before they are pulled apart. Rendering the same scene in other renderers like Arnold Render does not yield this problem. The shape is not cracked before it it pulled apart which is the desired effect. Anyone know why this is not the case in Mantra? Houdini 15.5, latest Arnold render.
  5. Hi Guys, Quick question I hope somebody can help with...I want to Voronoi fracture a box and to have each piece of said fracture to be an equally sized pyramid. I have tried numerous approaches but can't quite seem to be able to crack it, any help will be greatly appreciated. Thanks, Clive
  6. I am getting an almost perfect voronoi fractured mesh, but at some points the edges on the outside just dont match up. I need a perect outside shell for further processing, so can this somehow be avoided? I tried with voronoi fracture points and with a scatter on an isooffset, both methods result in this problem. I could somehow fix this in VEX probably but I'd rather get this right in the first place... voronoi problem.hiplc
  7. hi everyone this is a quick question - i've setup a simulation where i'm pushing an (animated) bullet through an hourglass. yep i'm that cliche lol! anyway i've just a simple attribute transfer using a box with the geo. The voronoi fracture uses Cd ..simple enough. however i seem to have a frustrating issue at the bottom - there are a few huge ugly chunks. Is it not possible to merge these or just tell houdini to create one piece at the bottom? I'm really stuck for a way to do this outside of creating a 'cut' version of the geometry :/ anyone got any ideas? thanks ant
  8. 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
  9. I have question and looking for the best solution for this case. In attachment you can see my flipbook of this what I have in my scene. There is object with crack on it which I've did using L-system and then cookie it on the surface and now I would like to get all this pieces behing this crack path to fall down like on this references and get simillar effect. Do you have any idea guys what is the best option to create something like this? Here 1:05 Here this effect is in 0:10 testODForce.mp4
  10. Hey, i am trying to do an effect where a wooden skybridge is being blown apart by a cannon. I have been given a set animation of the bridge floor which has been specifically animated and i have pinned voronoi fractured wooden planks to that. I then want to procedurally destroy the planks using keyframed objects when they collide. At this current stage i kind of have a working setup but having attached the planks to the animated floor using DOPImport and Transform pieces i seem to be getting a strange offset. By narrowing down the previous nodes it appears that the poffset is coming from the voronoi fracture node but i cant seem to fix it. Any ideas? Or any ideas on how to better set this up? Thanks *Scene file is attached. houdini_planks_test15.hip
  11. Hey, I spent a while prepping and adding to a model house for a destruction project but I'm having a lot of trouble gluing everything together. I can get the components of the house to glue together no problem (e.g. the windows, the walls, the bricks etc). But what I really want to learn is how to glue each of the fractured components to eachother. What I mean is that my house just falls apart, the bricks dont stay attached to the wall, the glass windows don't stay in their frames the roof shingles dont stay on the roof. I'm really hitting a wall here (no pun intended). Can anyone lend me a hand in figuring out how to approach this? The picture is my destruction model. Each component (roof, walls, etc) has its own constraint network but they arent glued to eachother so when I sim the pieces just pop off.
  12. What is the best way to create and controll animation of fracturing on object? I would like to destroy for example house from left to right or any other object. I should play with gradient in VoP or there is better option for this kind of job?
  13. Hi! I'm starting with Houdini, and I would like to know how to combine a cached animation and Houdini's RBD. I know that this question has already been asked on this forum, but as I said, I am a beginer, and I would need reaaaaly basics answers. (I don't know any one who uses Houdini so sometimes I have simple problems that I can not solve). So my problem would be : - I receive an animation made with maya. I export an alembic (or a cache, FBX? Is there a best way?). I import it into Houdini. -The animation works, but when I set it as a RBD solver (or FEM, or anything that has something to do with gravity), the animation doesn't work any more. -I heard on this forum about a RBD keyframe node, about "Use geometry Transform", but I'm really too new to be able to use these informations. For exemple, if I want to use this alembic (attached file) : it is a little sword, I want it to be breakable, and to keep its animation. How would you do this? I hope somebody will find the time to answer to my questions, thank you! petite epee.abc
  14. Hi everyone I'm trying to follow some voronoi exercises but i'm stuck on trying to export the cluster attribute from the voronoi fracture. If i dive inside the voronoi, everything i touch become red, but i need to do a cluster constrain so i need the attribute cluster.. How do i get it outside the voronoi? thank you
  15. What is the difference between creating the name attribute in the voronoi fracture, or later in the assemble?
  16. Hi, I am trying to create the geometry left out after a voronoi cut plane offset on a planar geometry (box 2d voronoi). At first I thought this could easily be achieve with cookie but cookie is indeed very unreliable giving me sometime ok results and sometimes disastrous ones like the one I posted here. You can see my hip so far now...which works but like I mention the cookie makes the set up too volatile. Anyone knows a better way to get the geometry left out by the cut plane offset function? groundBreackV01.hiplc
  17. Another simple wall shatter. I posted the first one I finished but in all honesty I had a lot of strange issues with it and it just didn't look that great. This one isn't really any more complicated but it sure does look better by comparison ;D
  18. I'm working on a bunch of different types of fracturing and destruction. Right now I'm doing wood. Here's a test render of what I have so far. Any feedback is appreciated test_01.mov
  19. &I66i5iy I ran into this problem where I am exporting multiple pieces of geo from 3ds Max. What's really odd is I could have them act the same as internal Houdini geometry. In my case I have bricks. However, in DOPs, when I go to so fracturing with the Voronoi Fracture Configure Object - all of the bricks just collide without fracturing. If I replace the bricks with anything native to Houdini it fractures as expected. Is there any reason why this is happening? As an FYI - when I imported the geo from Max I had to scale down the scene from 1 to .2. So I don't know if this might be throwing off the mass/density. I would upload the scene but I can't because it's a production shot. I will work on making a proxy scene to upload today if it helps. Thanks!
  20. Hi Everyone, I have a quick question that I was hoping someone would be able to help me with. I'm trying to fracture a wall, and follow the brick pattern, rather than standard voronoi shapes. Part of this process is to generate a brick wall, fracture each brick, then cluster the results in a meaningful way. Currently cluster is being controlled using the P attribute, but I would like to cluster based in the primID, so that whole brick pieces will be contained in the cluster and not just individual points. Does anyone have a suggestion? My test files are attached. Thanks wall.rar
  21. Hello everyone, I am fracturing a geometry and need to delete the pieces bellow a certain size. My problem is that I don't know how to delete based on size. My guess is I need to create a size attribute somehow and then delete based on that. I am sure this should be pretty straight forward but couldn't find any info on that, please give me some ideas, thanks!
  22. Hello everyone, I have got a model in a T-pose and a point cache for the animation. I have setup that in houdini using a point VOP but I have no idea how to fracture the character and for the pieces to follow the animation. Here is an example of what I want to do: ------------------------------------------------------------------------------------------------------------------------------------------ I managed to do it with a clothcapture + clothdeform but its really slow, is there any other way to do that?
  23. Hello everyone, I have got an animated fractured geometry activates at a certain time and the pieces are controlled with particles using the transform pieces node. My problem is that the pieces rotate very randomly and suddenly. How can I add an angular velocity to the particles?
  24. Hello everyone, I am trying to fracture an animated object and control the pieces with particles. I created a point at the centroid at each piece and also in the POP network created the exact same number of points to be created at the first frame. Then I tried applying those points to the pieces via "transform pieces" node but the pieces are stretching instead of following the points. Any ideas? drive_fractured_geo_with_particles.hip
  25. I'm trying to fracture an object which has an animated voronoi fracture. When making the object an RBD Fractured object(Packed Primitive), the crack animation does not go accordingly. Are there settings I need to adjust in the DOP? Currently, I set the RBD Packed Object's "Intital Object Type" to "Create Deforming Active Objects". Any help would be appreciated. Thx in advance. shatter_sample.hip