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Hey guys,

I'm trying to add detail to some ripped paper mesh. This is the kind of detail i'm trying to achieve:


S7n7YO0.jpg

I almost achieved it using this workflow:

EDIT: THIS WORKFLOW DOESN'T WORK AT ALL (it sucks btw :P )

1 - Give the paper (grid) a little thickness using a PolyExtrude

2 - Get the PolyExtrude's Side Group and apply a new PolyExtrude on it

3 - Get the new PolyExtrude's Front Group and add displacement on it (usign attribute vop)

This would totally work if the paper kept it's thickness.

Here's what I need:

http://imgur.com/kbonbMT

and here's what happens:
http://imgur.com/grzS4FT

I'd really apreciate if you guys have a better idea on how to proceed, even with a totally different workflow ;) 

File is attached in case someone would like to have a look


Thank you,
Alvaro

paper boards v1a.rar

Edited by ParticleSkull
old idea doesn't work at all. Don't want to confuse people who read the 1st post.

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hi, you just have to limit your displacement to X and Z axis (make 3d noise > convert vector to float > convert float to vector > leave Y component disconnected > add the result to P) and you're done.

Edited by davpe
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Thank's guys, unfortunatelly I've just realised this workflow doesn't work on my real scene. Check it out:

This hole is generated on a simulation. I have another idea on how to extrude the borders (it's on the file) but have no idea on how to add a noise displacement to it.. I'm totally running out of ideas now :( 
 

Y5nRcOy.jpg

Rip Paper FEM 1bb.rar

Edited by ParticleSkull
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well I think this shouldn't be much more complicated. instead of filtering by world axis you have to filter by primitive normals and multiply Y by zero. (at least I think it should work this way :)

btw. if you do this before extrusion you'll make your life easier

Edited by davpe
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I'll try to make an example when I have some time later. I'm not able to be more specific without actually trying it bcs it always turns out that in reality things are never that easy :)

but basically what I would try to do is to take a local @N of primitives and then limit the displacement to the directions that are not @N (with use of a Dot product).

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hi, I made the example. the file is attached. It does the job but the math is a bit quirky (frankly, I'm quite surprised it actually works :D ). I'd love to see a cleaner solution if anybody happen to come up with one.

cheers, D.

torn_edges_example.hipnc

clipboard.jpg

Edited by davpe
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hey, I played with this little bit more today. It's actually quite useful :) This is cleaner solution and gives nicer result. Still I believe it could be implemented much better though :) file attached.

torn_edges_better.hiplc

Edited by davpe
  • Like 4

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