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Selection Cutter - help with Break SOP


jamnique

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Hi. 

I'm working on a tool that allows to selection-paint fracture pieces.

It works great on simple things, like spheres, planes or tori, but ... when it gets to a more complex, organic shape, like a human face, and the model has holes, things start getting hairy. The weak link is the Break SOP. Right now it seems to me it's almost unusable on anything complex. 

The only thing I can think of to fix it right now, is to convert the model to a flat set of patches based on UV's, do the cutting and then wrap it back to its original shape, or replace the Break SOP with something else. 

Any advice?

Best Regards

Filip

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Perhaps I should also clarify a bit. I'm trying to only get cuts on the surface, I'm not interested in creating inside surfaces. I realize this is probably something else than what break was made for.

Here's a screen of the kind of geometry the tool makes.

Cuts crossing.PNG

Edited by jamnique
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There's something I've jost noticed that's bothering me. Never noticed it before.

Let's say I have a sphere animated, and an Attribute Wrangle saying:

v@animation = @P;

Then in another wrangle below it:

@P = @animation;

It seems that the second Attribute Wrangle can't recognize @animation as a Vector. It only takes the first component of it and uses it to drive all three components of P. So if my original position was 5,1,0 the new position is 5,5,5.

If I explicitly tell it @animation is a vector, everything's fine.

@P = v@animation;

Is that the way it has always worked? I thought wrangles recognized attributes created beforehand properly.

Am I missing something obvious?

Edited by jamnique
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