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m-egger last won the day on July 4 2020

m-egger had the most liked content!

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  • Name
    Martin Egger
  • Location
    Ludwigsburg, Baden-Württemberg

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  1. That is awesome, thank you so much! Gotta look at that node tab much more closely. The documentation seems a bit opaque on that.
  2. Hey David, thanks for the suggestion. I was aware of that and turned off detriangulation and made sure the faces were always extended beyond the bounding box, but the result stayed as unpredictable. For now, it has worked really really well to do it all in one go. I even went so far as to integrate my iterative voronoi fracture into the same cutting plane generation (before noising), so I simply got the subfractures in the first run. Really happy with the results now - the only thing I will now use the Material Fracture for when working on concrete is the chipping, but that just works appended to the boolean fracture, interestingly. I have yet to re-build the chipping myself - learning from this super intricate asset is a bit difficult.
  3. Alright, I found a quite well-working solution for multiple fracture levels for the entire thing: This is abusing the "preview cutting planes" function I built in to merge them with a second variation and then cut them in one go later. This at least reduces the amount of times when it breaks. And it's literally 100 times faster than the material fracture. Its almost interactive at similar resolutions.
  4. Before elaborating, I am not a huge fan of the material fracture solution, which also gives similar issues. Apart from the node just taking 10 seconds to place. 10,605 children in 18.0 and >11,000 in 18.5. Also, the performance I was getting out of it was really not useable, so I'd always go back to looping over pieces and shattering (the usual) where I'd have control over the iterations and such. But maybe I'm just really too dumb to use the materialfracture correctly to get well tweaked results out of it, in a workable speed. So instead I've been trying to build a more lightweight solution to use which is a voronoi fracture which brickers the cutting geo and replaces the voronoi with a shatter. The issue is that the shatter apparently just gives bad output geometry when trying to fracture a second time, the geo is just completely broken. This is the base output which is marvellous. It almost stays interactive (0.1s / frame) while the materialfracture SOP would take around 10 seconds to calculate for a similar result. This is a preview of the cutting planes generated from the voronoi source points. When looping over the pieces from the first iteration, the outcome is always broken like following. I've tried quite some variations of loops, but apparently the first fracture just screws up the geometry. Any sort of cleaning/fusing would also give no better result. Is there any way the fix the boolean shatter itself? Or to get behind why it's outputting the fracture geo in the first place? The simple file with the asset included is attached. voronoifracture_plus_185_v01.hipnc Thanks in advance, Martin
  5. What do you mean items? And where would you use that? Maybe there's a python way of doing it. Opscript seems deprecated now too, just from reading the docs and there being 5 replacement functions in the hou-module.
  6. Here's a File Cache asset I developed for our current diploma project, it updates the comment based on the files in the output directory and gathers some super useful information. Currently that's done through updating the comment, but I recently realized there's another way of doing this, like the SOP-level pyro solver does, with a blue font and not the turquoise like a comment. I'm hoping it integrates a bit better into other utilities I built around it. The MOPs Falloff does this too for example. I've scoured every submenu of the operator type defition and couldn't find any hint of code that would do that. Google wouldn't yield anything either. Anyone know how? Thanks for the help! - Martin
  7. You can ask SideFX a limited number of times to upgrade your assets, but only if you purchase a license I believe. Otherwise, there isn't really a way around it.
  8. I want to debug the size of my hipfile right now and came across this tool, but I'm unable to understand how to use it. Any .exes in the $HFS dir I am fine with using, but those without extension? Are they able to be used on Linux only? I'm on windows and am a bit clueless. Thanks in advance, Martin
  9. On another try, on another day, I also found the cause why in my particular case, the context menu option wouldn't work. The following checkbox was disabled: After enabling this and setting the frame-range manually, it worked.
  10. I've also had the same issue. After contacting the wonderful support though, they informed me of the existence of the Bake-Animation-ROP, which I had no idea about. It does the trick perfectly with the option "Animation from Parameters". You just have to type in the channel names.
  11. After being recruited, you received it through DM anyway... but for anyone else interested, here it is: https://gum.co/FKghv (Again, it's just an .HDANC, but it's easy enough to rebuild for commercial) Also, here is another tool I built for redshift to break up repetetive textures: https://gum.co/sDNppQ
  12. By the way, just found this interesting tip on the Think-Procedural Discord: This option displays curves with @width without the need to create geo! Might be helpful instead of creating the preview-lines the way you do.
  13. Another Tool that I build some time ago was a particle to debris tool. Just something to save myself from doing for the one-thousandth time. It automatically creates debris pieces from a simple box shatter and instances those particles onto incoming particles. It detects whether pscale/id is present and does all the stuff you would normally do for each debris sim. It also normalizes the volume for the debris particles (with some fancy math) so the distribution of scale can be handled cleanly through the pscale on the particles.
  14. True, a video really helps. But the provided example file already demonstrates exactly how to use it, it just doesn't advertise it, unfortunately. Nice, looking forward to the update!!! :))
  15. This is a universal fracture-solution that I built to give me interesting results in a more light-weight way than the material fracture. It essentially gives really natural chipping and piece detail. I developed it for the coal plant falling. Unfortunately, it sometimes lead to pieces having zero volume, causing major issues in Bullet sims, but a simple analysis and fix solves that too. @Noobini, this was the culprit. And this is the origins and the core, a looped voronoi with variable densities and iteration count. It yields really good results for structural geometry like buildings. And also a subfracture tool that I built which analyzes the pieces and fractures the ones above the average (+-percentage). Red is the selection, white are pieces eligible from size, but randomly deselected and dark grey is the pieces that are too small.
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