Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Sign in to follow this  
Followers 0
logix1390

Boolean and Voronoi Fracture problem

Hello,

I have a rough model of a building I created in Houdini using the new boolean operator. It works perfectly, however when I use the voronoi fracture afterwards, it does something very unexpected and gives me very weird geometry. I tried a combination of the facet and fuse sops to clean the geo a little but it still gives me problems. I would really appreciate any help on this. Thank you.

boolean_problem.hip

Share this post


Link to post
Share on other sites

i also had similar problem. my guess: boolean is very very acurate and can give some very tiny little face, which problably bring the voronoi fracture sop in some troubles. my workaround is to use a remesh, for nice distributed polys. 

i also come in trouble with subfractruring with boolean again. the first boolean pass works fine. but when i subfracturing the boolean again it almost impossible get any or a nice result. my guess: the first booleanpass produces non manifold meshes on the edges(i.e. when object and fracture geo have different mesh resolution) ... here i build new mesh with vdb. this works fine....but with all the remesh and vdb workflow you will lose a lot of high frequency mesh details...or you have to work with high dense and very heavy meshes.

i would be happy to hear from other experiences or workaround.

Share this post


Link to post
Share on other sites

here's my workaround....after your Blast2, add a Subdivide>Opensubdiv Bilinear>Depth 3

The problem is you're expecting Boolean to intelligently divide/connect points from an incredibly sparse geo to start with...ie. a big box with just 8 points at the corners....in general, how do you model something very complexed/organic with a handful of verts ? Any s/w would have problems with that...

Plus you've got extrude to give a depth/thickness then the fact that the Boolean has to use Union instead of the more logical Subtract tells you that it's 'dodgy'...I would have not extruded it, let the Boolean treat is as Surface...and see that the more correct operation Subtract works...then do extrude later...

Boolean1.jpg

Share this post


Link to post
Share on other sites

This worked perfectly for me. I should have known to subdivide before. Thank you for the help Noobini, really appreciate it.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0