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Found 2 results

  1. Hey all, Houdini novice and Maya expert here. I've searched google and beat my head against this for days, and am finally breaking down to ask for help. I've been getting a lot of game-rez geometry that has deleted geometry to save backfaces for realtime, but I need to make all objects solid so that I can voronoi shatter them. I need to fill in the open back areas with some sort of sensible, nonmanifold polygon geometry for later destruction. There's hundreds of meshes like this in the scene, and modelers tend to move things around necessitating reloading and re-repairing geometry, so fixing this stuff manually is a non-starter. Requesting clean/solid geometry is on the docket, but these changes cant take days/weeks for scheduling, and I need to make progress without artists massaging these assets for me. Example: Red geo is what I'm given, the underside is what the player sees. Greeen geo is a divide+remove shared edges+divide to triangulate it. As you can see the ends are trash. Blue geo is what I need. I've manually split the good corners and then run a divide to triangulate again. I know I can poly>vdb>poly these meshes, multiplying the polycount by many times, and breaking UVs/material assignments by polyReducing. This is far from ideal as making attractive voronoi shatters will increase geo by many times again. I could fix this in maya in seconds by filling the hole (backside gap), triangulating, then quadrangulating the cap. Unfortunately the source art is a clipped down export of an entire level from Unreal. This reduced file is over 1gb and cant be opened by maya. I was only just barely able to open the file in Houdini and clip the detail down to just the area I needed to work with. I'm at a loss and burning time beating my head against simple problems with easy fixes in maya that dont seem to have analogues in Houdini. I've learned a ton from my failings in Houdini, but these types of issues stop my progress completely. Any help would be most appreciated. Thank you, Chris L divideHelp.hip
  2. Hey! Is there a way to achive clean repaired model with such a "voxelized" geometry preservation? I've an idea of detecting boundaries of holes after PolyDoctor repair and fill it with orthogonal faces. Any ideas? repair_self-Intersecting.hipnc
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