Jump to content

Search the Community

Showing results for tags 'voronoi'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • 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 84 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. Hey guys, I've put this in the 'general' forum, rather than modelling or Fx as I wasn't quite sure which category this goes to.... I have a 'tower' model and I want to fracture it. If I don't turn on 'Create Inside Surface', the fracture occurs as expected, but is 'wafer-thin'. If I check it on, I get the thickenss, but very unexpected results as shown in the screenshots. Any ideas how to solve this?
  3. Hello , just wondering if it is possible for pieces in an rbd sim to reassemble according to the positions specified in the sop level i have a simple fractured sphere (about 60 pieces) , and looking to reposition each piece based on the exploded view outside of dops i have managed to get an almost correct animation by using an Sblend after caching out the sim , but obviously no collsion between pieces would be present. I was thinking of trying to create an attribute with the positions of the exploded view and rerouting it back into dops. does anyone have an idea of how to tackle this, much apprieciated for your help
  4. Hey All! So i'm scattering points on a geometry to Voronoi fracture to break into multiple chunks. There is a portion of the geometry I want to break of in just one chunk Is there a way to tell Houdini not scatter points in that particular area of geometry? Thanks everyone!
  5. Hi there, I got a question regarding voronoi pieces: I want to scale them dynamically (by an animated noise map for example). When using a foreach loop with a transform inside with CEX,.. pivots, the pieces each scale fine, but all at he same time. I my idea was to use color for the scale, but for this each piece should have a different color. Now the problem is that I cant color the whole pieces, but their invidual points/primitives only when using attribtransfer (regardles if its in an own for each...). Well I hope you know what I mean. Thanks, Best Jan vornoi_scale_test1.hip
  6. Hey all! I'm shattering an object with voronoi and obviously the result is a bunch of pieces with straight segments, but what I want is pieces with curve profiles, like the image attached. does anybody have any idea on how to achieve that kind of look? cheers!
  7. Hey Everyone! So the issue is... I am using Voronoi to fracture an object. The inside and outside faces are in two groups named 'inside' and 'outside'. I'm using the 'assemble' node to pack the primitives however, doing this, it looses the 'inside' and 'outside' groups which I need to use later on. Is there a way to use the assemble node and keep the groups? Any advice is massively appreciated! Thanks All!
  8. FEM object Cut

    Hello all, I'm playing around with FEMs and would like to implement it to my ongoing project. Idea is to create a "Cut the cake" effect. I have tried to use the shelf tools, but FEM build in fracture system is not as flexible as standard Voronoi. Could you please check out .hip and let me know if I can use controlled Voronoi fracturing for FEMs? Or maybe there is a more efficient way to tackle this problem? CutCake002.hip
  9. hey all! I'm trying to put some noise on the internal faces of a shattered model with voronoi fracture, I promoted the group "inside" from primitive to point to use the mountain sop, but I'm getting noise everywhere...inside and outside...I'm also struggling to subdivide a little more the faces inside keeping a nice topology...does anybody have any idea on it?
  10. Hi, I'm trying to achieve a particular effect which I though would be relatively simple (see attached image.) I have a shot I'm working on where I have a mechanical heart and I want a bullet to go straight through it without losing impact, shattering the heart as it goes. I have pre-fractured the heart geometry with voronoi and used glue to anchor it in place. I then did a simple RBD sim as you normally would when fracturing objects. However, when I used a sphere as a placeholder bullet with initial velocity, it just bounces off the heart. Even when I increase the mass of the 'bullet' it still bounces off. My question is, how would you approach this? I'm completely lost. Cheers!
  11. I'm trying to understand a issue with surface normals after a fracture. In the example file i have attached I use a boolean shatter on some geo. This doesn't cause any visible issues with normals. However one oddity is that the result of the shatter contains non manifold edges and wont pass through a second boolean set to union. I'm not sure if this is what causes issues later on. Then I run the shattered pieces through a foreach loop an fracture each piece with voronoi. The result reveals bad normals along the edges of the fracture. In this case the problems can be mostly alleviated by reducing the cusp angle of the of the normal. But in some cases ive seen this solution doesn't always work. And too low a cusp angle can introduce other problems. Is the normal issue related to the non manifold edges from the boolean? Is there a way to set this up to avoid getting these normal problems. See attached file. Thanks shatter_test.hiplc
  12. Voronoi inaccuracy (R16?)

    Hello all, I'm using the pre-fracture transform method (following this Lester Banks video, specifically) to roughen up voronoi cuts. I feel like I've done this before without a problem, but now I'm discovering some little quirks in the form of misaligned points after cutting (see attached). Increasing the mesh resolution helps; it's even good enough, but in some cases it never goes away--some points that should share the same position are a little offset from each other. This is present even on my test setup with only a sphere, Attribute Vop to apply noise, and the Voronoi Fracture. Has anyone seen this before? Surely it's come up, but I couldn't find previous posts. Thanks! PS. The place I'm currently working at has Houdini 16--that's not it, is it? (I only ask that because it's the first time I've used 16 and I feel like I would have seen this behavior before.) Increasing the mesh's resolution and changing the Scatter seed until the problems aren't very visible has made it good enough, but I'd still like to know what I'm doing wrong/if there's a way to prevent this in the future. Thanks again!
  13. Post-Voronoi Boolean Problem

    I've stumbled across a rather annoying little issue. As you can see in the attached scene, If I perform a subtractive boolean operation after a voronoi fracture, things get super messed up. The two major issues being that a bunch of pieces are randomly missing faces and the new faces generated by the boolean are not connected to their respective pieces. I managed to get things working (albeit marginally slower) by utilizing a for each loop. Does anyone know what might be the cause of this issue? Has anyone run into it themselves? post_voronoi_boolean_problem.hipnc
  14. Creating subfracture group

    Good Evening, Im trying to improve the look of my fracture setup using booleans. The pieces look great but due to the boolean cutters the pieces dont read so well in DOPS. I decided to measure the chunks and shatter only the larger pieces in a bid to improve the collision geometry. I want to use a forEach loop for each large chunk, shatter it and then assign it to a group or assign an attribute so that I can use them later in the constraints network. Those chunks will have glue constraints set to -1 so they dont break basically meaning they are the same as the original piece but will read in DOPs better for collision geometry. I dont want the subfractured individual piece info just the original whole piece. Is there a way to create a group for each loop of the forEach. Then I would have groups like unbreakable_01, unbreakable_02? Would appreciate some pointers before I go insane haha hip attached. Thanks, Duncan forEachLoop.hiplc
  15. Hi, I run a voronoi fracture on a cube mesh and I want to delete the outer chunks and keep the inner ones, I tried to use a blast node and set the Group to "outside" but this only removes the outer faces rather the the the whole chunk, So is there a way to select the outer chunks of voronoi fracture? Thank you
  16. Hi Creating a simple voronoi fracture test with gravity. I can achieve a 'staggered' top down activation, but what I would like instead is to have activation based on the size or density of individual fragments. Smaller pieces fall first followed by larger ones. I assume some variation of this has been asked, solved previously but after a search didn't find anything. Can anyone help?
  17. Hi, alls I'm rookie guy on Houdini and I try to do something like this in 3d volume : - I'have try to do that with "VoronoiFracture" but the cells doesn't change of topology... - How i can animated randomly or with a turbulence noise, the points inside the volume like the video (i try with the offset of the "pointsFromVolume", but it's not contraint in volume) ? with VopSop or something else ? Thanks a lot

    Hello! I would like to know how you could control how your voronoi or fem will break. I used to watch videos by Sangiemenla, he explained how to use the "add" node to control where your solid would be fractured. But now I can't find his channel any more and I can't remember! I would also like to know if there is a similar way for FEM network, to set where the solid object will break. Thank you! Antonin
  19. Extruded Voronoi (MVSM fx)

    Hello magicians, Been trying to tackle an effect from ManvsMachine with no luck, here is the effect (black voronoi at begginig) I'm having issues to control de inset (or thickness attribute) with a attribute transfer, I dont know if they do this way or with a noise, but I'm not able to make the voronoi caps small with that smooth effect. Also the shapes there seems to be not only a voronoi fracture but more uniform, I tried a voronoi based in curvature and with a paint sop, here is what I have so far: Attached are my files, any tip would be great, thanks! @f1480187 tagging the master here. hypervenom_test01.hip hypervenom_test02.hip
  20. A to B Effect using RBD

    Hi Guy, I am working on a project, it is a fractured wooden logo that I need to explode the pieces and then get them back together which turns to another logo. So, the second logo has to be created from the pieces of first logo. What would be the best way to do such a effect?
  21. Edge Dispalcement Shader

    With the new tutorial I am trying to somehow get this to work with default mantra, like the original tutorial, But i have some issues, hoping someone will point me in the right direction. I have attached the hip file here hoping someone will download, and correct it and show me how its to be done correctly for mantra. EdgeDisplacement_01.hiplc
  22. I have a fairly straight forward Voronoi fracture exploding effect in Houdini. Right now I have my RS material applied to a material node after loading my cached fracture .bgeo file but before it enters my autodop network Nothing renders. Can any Houdini Redshift experts possibly have a look at my .hip and tell me what I am doing wrong? voronoi_redshift2.hiplc
  23. Hi Have a puzzling issue with a straightforward exploding effect using Voronoi Fracture. I am using a Object Merge to bring in my Geometry from another SOP. If I test with simple geometry, ie a torus (voronoiFracture_complexGeo1.png), the exploding effect works fine When I substitute with more complex geometry (voronoiFractureComplexGeo2.png), even though I can see the visualized fracture, I get no dynamics, ie explosion. Is there perhaps some setting on my VoronoiFracture SOP that needs tweaking, or is this simply a limitation when using complex geometry? In the attached, voronoiFracture_DOPs.png shows the settings on my PopAttract in my DOP which creates thje effect.
  24. Manhattan Voronoi Approximation

    Hi all. I made something a few weeks ago that I thought might be useful, so I somewhat tutorialised it here: http://www.pixelninja.design/manhattan-voronoi-approximation/ Basically it's a method of achieving something close to a Manhattan-distance voronoi diagram. I hope someone out there finds this useful If anyone knows of a better method, or a method of achieving an actual Manhattan voronoi I'd love to hear it! ManhattanApproximation_01.hiplc
  25. Voronoi Fracture Issues

    Hi guys, so I got this house model which I'm going to destroy. When it comes to voronoi fracturing (create inside surfaces turned on) I get strange chunks coming out of the walls. I don't really know where it comes from (I guess it's the triangulation inside voronoi fracture) and I don't know how to fix it. I tried converting the mesh into VDB and fracture that but even there are some chunks sticking out. I attached the file. Cheers housefracture_to_odforce.hip