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About Ggradest

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  1. How find "Cracked Edge" ?

    Thank you everyone! Noobini's way of Manifold Number is new knowledge about me, but here "shared edge" is only "look like" (not topology), so I think that we should use Geometric algorithm (like distance). Skybar's way is nice, comparing point N and vertex N, and inserting point to polygon edge by Add SOP close polygon from sorted points by primuv (from xyzdist) is beautifull. I had same branched polyline problem like your tree polyline (in my case, it's branched thunder) and had found PolyPath SOP, but here polygon face orientation problem is solved. Only one thing,I think that Fuse SOP after all have possible of destroied entire connectivity or "Overlapping" topology (mentioned in PolyDoctor SOP) when geometry has "thin" shape, but it may be able to solve by using promoted source @ptnum. petz's VEX is great, it includes distance Geometric algorithm by primfind() so I think that it's nearest detecting "shared edge" by human brain. I try these method about more complex geometry. Cheers!
  2. How find "Cracked Edge" ?

    Hi vicvvsh, thanks for your reply. Detection of Unshared Edges can be used, but it cannot identify whether non-closed mesh. I want to fix these three type of bad mesh by another way for voronoi. I want to use Boolean SOP for this mesh. I want to use Poly Fill SOP for this mesh. I want to use Poly Extrude SOP for this mesh.
  3. How find "Cracked Edge" ?

    Hi. Now I trying make geometry optimizer for fracturing for rbd sim, making "Solid" geometry from background models which often have bad topology. So I must find "Cracked Edge", two Primitives appear to be connected by single line, but the number of Points on Edge belonging to one of the Primitives is insufficient.This looks like Shared Edge, but it is actually Unshared Edge so specifically break PolyExtrude SOP. This Edge can be fixed by Union Boolean SOP, but my asset may import bad surface geometry which has many problem about Boolean SOP so I don't want use it as possible. How can we detect this? GeometryOptimize.zip
  4. [REDSHIFT]FBX Import Helper

    Hi! I added some texture map compatibility here. https://www.redshift3d.com/forums/viewthread/30157/ Thank a lot Atom and Butachan. I hope someone modify this script for more general compatibility.
  5. Hi. What is the best collision method of POP simulation for debris in large scale destruction simulations? I think that such scenes in RBD are optimized by convex collision and packed geometry, so its computational cost is few. However, with POPSolver, we need to use Volume or Surface Collision (I thought ConvexCollision would work a while ago ...), so the computational cost will be quite high depending on the size of the scene. Is there an optimal workflow for generating a Pop simulation with PackedRBD simulation and accurate collision? Or is this something that you have to pay a reasonable cost for collision like VolumeSimulation?
  6. I may have found a solution in OctaneRender. OctaneScatter seems to be able to instantiate based on CSV file, so CSV conversion data from Houdini Python (or GameDev CSV ROP) can be used. As far as I can see, using CSV mode makes OctaneScatter correspond to the loops order of child objects in the form of particle IDs , so it seems to be able to handle RBDsim that requires precise correspondence between points and geometry. However, since the OctaneScatter reference available on the internet is very vague, it seems a bit painful to complete the workflow... I will write it as an idea!
  7. Thank you for toadstorm and flccs cleary answer. It was refreshing to know that this problem is generally C4D specification. My Octane probably doesn't have Proxy system, so I'll consider how to reduce geometry or just wait ... In Addittion, In Houdini Engine, it seems that Unpack processing is performed at the time of geometry transfer to C4D, so such geometry can not be handled. This problem is serious even when importing a large amount of debris particles ... I can remain in C4D if someone finds a good way. Thank you for your answers !
  8. Hi. I want to export my houdini simulation to cinema4d R20, but reading of it is too slow.In this example, the file is less than 1G and the polygon is less than 1M, but C4D takes more than 10 minutes to load it. On the other hand, Houdini takes about 20 seconds including unpack (convert to geometry instead of instance). all alembic file pattern (Houdini default,HDF5,Ogawa) and ShapeNode method (Deform and Transform) has same problem. Please give me any solution or idea for c4d pipeline. https://drive.google.com/open?id=1b8rN7RytybgCi_oUepXa9JK92iDOja0M Ogawa My Cinema4d is R20.059 Studio Houdini is H17.5.360
  9. Where is Measure Concave in H17.5 ?

    Thanks James ! I hadn't understanded that negative value of curvature that points to concave. It is exactly what I wanted.
  10. Hi. I want to re-fracturing my debris by voronoi depending on concave, but H17.5 measureSOP don't have curvature type "concave". ( there was it in H16). where did he go? Is there an alternative method?
  11. Thanks willow! That node can give me more good result. It can't be compiled because of attribute transfer so it's quite slow in my large scale destruction simulations, but it seems to be one of the good solution.
  12. It was my blind spot! Thanks Joseph. Deforming their mesh by active is certainly good for alembic. From the point of view of data size, problem remains because that deforming geometry can’t be outputted packed alembic geometry. Anyone have static mesh idea?
  13. Hi.I have been looking for a good edge detail way for Houdini destruction vfx. For Destruction, pieces are created by Voronoi split, but the straight cutting line is not good looking. EdgeDetail of RBDmaterialFracture node solves this, but it is very unstable for small or complicated geometry. Boolean-based segmentation (cutting) method is also less stable. so I want to distort the edges formed by Voronoi segmentation.And I don't want to use the shader-based method too much. The only way I found was https://vimeo.com/178206035, which is fast and stable, but for most geometries it forms strange polygons that don't fill tightly and can't keep the original geometry looking. This can be solved by the trick of TransformPieces only when the Lowres fragment moves by Sim, but the whole topology changes drastically, so it becomes very heavy if transferred to other software through Alembic etc. Motion blur is also difficult (especially not compatible with c4d) The problem of UV distortion is also serious. See the file for details of the problem. Does anyone know Edgedetail's method for a good Voronoi split that fills the gap exactly? edgedetail.hiplc
  14. Hi,HoudiniEngine was able to load and avoid this problem by digital assete Houdini Alembic node, but this way seems to be very slow ... Please let me know if there is better way.
  15. Hi.Now I want to use cinema4d to composit character to houdini vfx and render these,by alembic pipeline,ut my cinema4d has serious problem about importing alembic. When I export the object by my standard fragmentation network as Alembic, Cinema4d seems to recognize it as a null object Therefore, it can not read geometry. The problem seems to be on the Cinema4d side because the geometry was read correctly in Blender, but changing the settings for some nodes in Houdini will also cause the Cinema4d to read properly. However, the trouble is that there are multiple nodes that might be the cause, that the behavior changes due to continuous parameters such as ScatterPoints, and that even if another primitive is put into this network, the behavior changes. Chaotic situation is born. Is there a solution on Cinema4d or Houdini for this Alembic import problem? Help me. Houdini lndie 17.5.173 Cinema4d studio R20.059 alembicBug.zip