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Found 70 results

  1. 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
  2. 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?
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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?
  8. 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
  9. 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.
  10. Hello! In this Masterclass, at 41:00, the teacher explains that fracture parts of the object can be localy modified using an attribute. So my question is about this : how do you control what part of the object will fracture? is there a way to connect the FEM solver to a voronoi attribute or anything like that? Thank you for your time!
  11. 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
  12. 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
  13. hi! I'm facing some kind of issue: I would like to fracture a geo, then create clusters from the voronoi pieces, then be able to break those cluster based on the strenght of their glue attribute. So far I only get this kind of result: A glue strenght of -1 should give me infinite strength right? so why are my pieces breaking appart inside the same cluster ? What am I missing ?? here's a simple hip if you'd like to correct me. Cheers ! voronoi_clusters.hipnc
  14. I was wondering if anybody had a simple-ish way to have an individual voronoi fracture for each copy of a geometry. Here's a picture of my current setup and I tried copy stamping a random seed on the scatter, which of course didn't work. I also thought about using a for-each loop but had no luck really. I've attached my current scene file if anybody wants to take a look. Here are pictures of my current setup as well. http://imgur.com/a/05w1S http://imgur.com/a/iQFu6 FRA_FENCE.hiplc
  15. I am struggling to architect what I have in mind and it may be quite simple but... somehow I just don't get how to connect the dots. Attached is a file with a fractured sphere (thin shell) and a small obstacle inside moving fast, I want to break/weaken the glue constraint based on the impact data (may be after a certain force of impact. At the moment the sphere gets moved around by the obstacle, instead the sphere should break on contact with the bullet, but not against the floor. Thanks in advance. PS. All the elements inside the attached scene are using the shelf tools, specially confusing is the ImpactAnalysis. impact_glue_interaction.hip
  16. 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
  17. 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
  18. 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!
  19. 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.
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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