Jump to content
broomy

VDB to "tidy" geo

Recommended Posts

Hi

Been watching the Hive Siggraph vids specifically the procedural game level building

 

At 40 mins 28 sec in there is a corridor that looks interesting and i can replicate a lot of it (because of the way it is described) but i cant understand how the vdb is so clean.  On the left it is just possible to see a convert vdb node connected to what looks like a wrangle of some kind?

Does anyone have some insight into what would be happening in this wrangle to get such clean geo?  I have no idea...

Thanks for any input

Dave

Share this post


Link to post
Share on other sites

If you make sure:

-you line up the boundaries of the VDB with the world units (so you have exactly 10*10*10 voxels in 10m*10m*10m volume for instance)
-Set the voxel size itself to reasonably large size,
-After converting to polygon, use a fuse node in snap mode, and use snap to grid on it, using the same size (or a multiple of) as the voxels themselves.
-consolidate the points and possibly clean/remove overlapping polygons.
-optionally do a boolean operation to resolve self-intersections.

I think that ought to work.
 

  • Like 1

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

×