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Found 87 results

  1. I’ve got a simple voronoi fracture sim with added edge detail (from Jonny Farmfield's example). An object from two Boolean’d spheres falls and breaks on the ground. Everything is working great except I can’t figure out how to get my RSNoise bump texture to stick to my fractured pieces. I’ve tried to do everything suggested from my search results, but it’s not working. I tried to create a vertex UV attribute as well as a rest SOP to no avail. I’m quite certain it’s something simple. Always is. On a side note, I am creating three point attributes from boolean and fracture groups to pass to my redshift shaders, inside, outside, and ainsideb. This works great and is picked up by RS even though I’ve not specified that the attributes get passed through my assemble SOP. When I do pass them though explicitly they get all jumbled up and don’t correspond to the right points anymore. Does redshift just figure out these attributes on it’s own. They aren’t even listed in the Geometry Spreadsheet yet work correctly. I didn’t want to assume this behavior as it might be messing up other attributes needed for the noise to work. I’ve attached a file. simple.edge.displace.v7.hiplc
  2. Hi All! So we've all used a voronoi fracture, and seen it used. That's the problem! Is anyone able to suggest methods to stop the voronoi fracture fracturing with the classic voronoi look with more ‘randomness’? Obviously it depends on the material we’re fracturing but just in general Thanks all.
  3. Problem with UV

    Hello! I'm having some issues with keeping the UVs on an object that i'm breaking in Houdini. I checked and the UVs are in the imported geometry. In the DopNetwork, after the rest node the UVs are still there, but then they're gone. How can I preserve them until dopimport and further Alembic Export?? Can't post any files but this is a simple setup with a Voronoi breaking geometry with a scatter over itself. Feel kind of dumb and might be overlooking something either very basic or very important. Thanks in advance. Cheers
  4. Hello everybody, What would be the best way to approach the effect like the reference images? I would like to have some sort of control to blend solid parts and drilled parts like in the second image.
  5. 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?
  6. 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
  7. 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!
  8. 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
  9. 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!
  10. 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!
  11. 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
  12. 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?
  13. 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!
  14. 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
  15. 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!
  16. 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
  17. 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
  18. 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
  19. 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?
  20. 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
  22. 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
  23. 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?
  24. 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
  25. 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