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Found 106 results

  1. I want to use scatter points to create voronoi regions on a mesh similar to the clump map shown in the screen shot. No fracturing. Has anyone done that?
  2. Hi; I tried to fracture a baked animated character (Alembic), using voronoi fracture SOP. I want to use it in a vellum sim, later. I used "attribute interpolate" SOP to fix scattered points on mesh based on UV. The problem is fractured pieces (and primitive numbers ) are changing over time. How could I fix this? Thanks for helping.
  3. I want to make Voronoi like the picture. Can I have some help please?
  4. Hey guys, Pretty new to Houdini after many years of Maya. I'm importing an alembic and want to push the path attribute all the way to the end to retain the original hierarchy. When I add a voronoi fracture only the inside group seems to maintain the path attribute. The outside group and my original group that I defined before for the object I'm shattering have empty path attributes. How can I copy the correct path attribute back onto the fractured pieces? (If I have multiple prims/ want to maintain the original prims path attr) Thanks guys!
  5. I'm trying to make a plane of simple rolling hills using voronoi. I don't want realistic terrain, just basic smooth curved circular overlapping mounds with phong material. I think what I need to do is generate flattened spheres that extend outwords from the center of each cell, but I haven't been able to locate the right node to do that. I've tried grid -> voronoi fracture -> smooth -> extrude but it can't get anything that looks rounded. What am I doing wrong here? Why does everything I attempt look so "rocky" like broken glass? First image is what I have, others are examples of my intended look (more or less).
  6. Remesh using scatter points

    Hi, im trying to create a reptile scale tecnique, using points scattered along curves on a mesh where i'd like the scales, and i came across this amazing work by psop creating a chameleon.(https://cghow.com/making-of-jbl-chameleon/) Does anyone know how you can go from the first mesh which is the classic quad meshed character, to a remeshed version based on connecting all the scattered points on the mesh? i've tried everything i can think of... 1.triangulate2d, then restoring positions, but its not good for complex mesh shapes. 2.tetrahedralize, not so hot as cant tell it to only grab points from the surface of the mesh, it goes mad connecting innards of the mesh like a lattice. 3. i then tried "point iso cloud" which is great for laser scan reconstruction, and uses my custom scatter points to make the mesh BUT does not result in a mesh that uses my scatter points as the actual mesh points. 4. is there any mileage going down the vex route, creating a UV, then instead of searching for nearpoints in 3d space (where you could grab near points that arent actually connected on the same part of the surface of the character), and instead search distance on the UV positions of the points? 5.voronoi fracture the mesh using needed scale position points(scatter), then trying "compute dual" on the divide SOP. this feels quite close, i just need the mesh thats constructed by connecting the scatter points making lots of triangles; once ive got a mesh with the points of the connected triangles at the centre of my desired scale positions i can then compute the dual and HURRAH! ive been smashing my head against a wall for days now, id really appreciate some brain power as i think ive burnt all mine out!! cheers J Atomic14
  7. In the the following paper, there's an image of an elephant figurine decorated with mosaic tiles. The voronoi diagram of the points created the tile shapes. What do I do to copy this method in Houdini? Dart_Throwing_on_Surfaces.pdf
  8. Controlled Multiple Fracture

    Hey, I've been trying to figure out how to control a fracture of copied packed objects but I feel very stuck. Each object should have their own inital frame to start fracturing on and they should be able to overlap for example A from F1-30, B from F10-40. The fracture should also be from top to bottom. Would love so much if anyone could help me in the right direction! Thanks! fractureMultiple_controlled.hiplc
  9. How can I create a geometric pattern like the one shown in this video?
  10. So I'm making a collapsing gravestone and i want to export color data using the depth attribute from the interior detail visualize noise scale tool inside the voronoi fracture node. The data needs to be exported into Maya. This setup works for the initial fracture however when trying to merge in the sub fractured pieces from separate voronoi and export them as one exploded view alembic file for testing, lots of pieces start to intersect with each other which doesn't happen normally. I'm guessing the way I've tried to merge the color data into each other has caused the pieces to start intersecting but I'm not sure where in the node graph this is coming from. Also i tested just with the original fracture and the export works just fine and the displacement works in Maya. Just wondering if anyone's had similar issues to this and found a solution. GraveStone001.obj GraveStoneFracture0022.hipnc
  11. voronoifracture

    -Procedural Rock Formations for ue4 saber Jlassi Houdini Hive at SIGGRAPH 2017-. Part of it. I would like to know how to select and delete some voronoi. (Does it involve visualizing a group of sculptures?)
  12. Hi guy, I did a voronoi fracture on the sphere and wanted to extrude it base on the voronoi pattern, however, it extruded the triangular which is the base topo of the sphere, may I know how do I make it to extrude the voronoi pattern instead?
  13. Hi, I have imported a model, applied voronoi fracture and some weird blue faces started showing up, I have made a short video showing the problem: https://www.youtube.com/edit?o=U&ar=1&video_id=bWiPswILZ0s any idea what these are? is it an issue at the modeling stage? normals?...
  14. Hey everyone! I recently finished up a tutorial on creating game ready procedural rocks assets for UE4 Hopefully you can learn a thing or two on my process and feel free to let me know if you have any suggestions, critique, or questions about anything you see! Video preview Free Demo version: https://gum.co/rocksue4demo Full version: https://gum.co/rocksue4 Includes: 8 Video Chapters Project file (.hip) Hi/lowres meshes+maps Tools: Houdini 16.5+, Unreal Engine 4 Introduction: Chapter_1_Base_Shape 26 min Chapter_2_VDB_Setup 4 min Chapter_3_Detailing 12 min Chapter_4_Texturing 21 min Chapter_5_Remesh 10 min Chapter_6_LOD's 9 min Chapter_7_Save_File 15 min Chapter_8_Bake 4 min Difficulty : Intermediate-Advanced Format: Recorded video chapters
  15. Hi! I am a student using Houdini for my short film. I have a scene where my character disintegrates. I have a voronoi fracture with an animated and deforming mesh but when the character does larger movements, what seems to be the inside vertices come crashing through the surface outside pieces. Not sure what's happening here. Really sorry for the crappy quality images and all sorts I have to upload this all on my phone as my campus has been having internet issues. Thanks in advance. I would like to upload the hipfile but I can't include my alembic files because of the mentioned internet restriction. If it is necessary I can get the hip onto my phone to send.
  16. Hi all! I'm trying to make a Voronoi fracture based on points that are to be scattered on the volume running along the border, in a gradient fashion towards the center of the geometry. The idea is to use the points for a 2nd layer of Voronoi fracturing after the main pieces are defined. I know there is the density attribute to drive the scattering, and you can use a volume wrangle to define the density attribute, but how do I tie the attribute to each voxel's distance to the center? Ideally, it would be the distance of each voxel to a smaller copy of the geo, so that the density gradient is uniform and not stretched to reach the center from far-off parts. Is there a way to do this? Thanks!
  17. Hello! I fed a simple grid to a voronoi fracture node (fracture points and geometry source both from the same grid object) & it made some pieces. Great! How can I group the pieces in order to use it for a followup extrude node? I want to extrude and slightly inset the pieces... like a brick pavement or stone wall type of operation...
  18. Greeting to everyone, So basically I'm trying to achieve the same wireframe as diatom star. And afterwards, bake it with my main model in one piece. It's should be sort of Voronoi pattern but a bit more organic and smooth. Search through the Google. Find a bunch of videos where people achieve the exact same pattern. Unfortunately, there is no explanation about how they get it. I'm a newbie in Houdini so don't judge me for my explanation. I will attach main model and some other additional files. Number 10 looks like what I'm looking for. Main Model.hip Main Shape.obj
  19. Hi, I came across the Visualize Noise Scale option in the Voronoi Fracture and realized this would be the perfect approach to texture a project I'm currently working on. What I'm after is a way to use a gradient or uv map so the inside fractures are textured like layers of peel. To illustrate this, see the attached image which is what the Visualize Noise Scale gradient looks like. How would apply a texture and UV map the pieces in a similar way? There is an outer color (blue) and the inner color (red) as part of the Visualize gradient, so there must be a way to map the fracture pieces using similar coordinates via UV or expression. Any help would be greatly appreciated. Thanks!
  20. I’ve got a simple voronoi fracture sim with added edge detail (from Jonny Farmfield's example). An object from two Boolean’d spheres falls and breaks on the ground. Everything is working great except I can’t figure out how to get my RSNoise bump texture to stick to my fractured pieces. I’ve tried to do everything suggested from my search results, but it’s not working. I tried to create a vertex UV attribute as well as a rest SOP to no avail. I’m quite certain it’s something simple. Always is. On a side note, I am creating three point attributes from boolean and fracture groups to pass to my redshift shaders, inside, outside, and ainsideb. This works great and is picked up by RS even though I’ve not specified that the attributes get passed through my assemble SOP. When I do pass them though explicitly they get all jumbled up and don’t correspond to the right points anymore. Does redshift just figure out these attributes on it’s own. They aren’t even listed in the Geometry Spreadsheet yet work correctly. I didn’t want to assume this behavior as it might be messing up other attributes needed for the noise to work. I’ve attached a file. simple.edge.displace.v7.hiplc
  21. Hi All! So we've all used a voronoi fracture, and seen it used. That's the problem! Is anyone able to suggest methods to stop the voronoi fracture fracturing with the classic voronoi look with more ‘randomness’? Obviously it depends on the material we’re fracturing but just in general Thanks all.
  22. Problem with UV

    Hello! I'm having some issues with keeping the UVs on an object that i'm breaking in Houdini. I checked and the UVs are in the imported geometry. In the DopNetwork, after the rest node the UVs are still there, but then they're gone. How can I preserve them until dopimport and further Alembic Export?? Can't post any files but this is a simple setup with a Voronoi breaking geometry with a scatter over itself. Feel kind of dumb and might be overlooking something either very basic or very important. Thanks in advance. Cheers
  23. Hello everybody, What would be the best way to approach the effect like the reference images? I would like to have some sort of control to blend solid parts and drilled parts like in the second image.
  24. Hey guys, I've put this in the 'general' forum, rather than modelling or Fx as I wasn't quite sure which category this goes to.... I have a 'tower' model and I want to fracture it. If I don't turn on 'Create Inside Surface', the fracture occurs as expected, but is 'wafer-thin'. If I check it on, I get the thickenss, but very unexpected results as shown in the screenshots. Any ideas how to solve this?
  25. Hello , just wondering if it is possible for pieces in an rbd sim to reassemble according to the positions specified in the sop level i have a simple fractured sphere (about 60 pieces) , and looking to reposition each piece based on the exploded view outside of dops i have managed to get an almost correct animation by using an Sblend after caching out the sim , but obviously no collsion between pieces would be present. I was thinking of trying to create an attribute with the positions of the exploded view and rerouting it back into dops. does anyone have an idea of how to tackle this, much apprieciated for your help
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