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Showing results for tags 'bad geometry'.
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Voronoi Fracture generating bad geometry with Packed Primitives
moebelhaus posted a topic in Effects
Hey guys, this is my very first post, about one of my very first tries in houdini... So I am overlooking something OR (and that's much more probable) I dont get it: I am trying to destroy a building, prefractured via "voronoi fracture", packed into packed primitives via "assemble", brought into DOPs via "RBD Packed Object", pieces glued together via "Constraint Network". Everything works quite fine BUT I am also using Voronoi Fracturing within DOPs to dynamically break the geo further apart once it is being hit by the impacting sphere. Now the problem is that the dynamically broken fragments generated inside DOPs are completely messed up. In the screenshot below you can see that the newly created inside faces (grey)are immediately detached from the new chunks (teal/blue). And I cant figure out why. For kicks I tried the whole thing not using "RBD Packed Object" but rather "RBD Fractured Object", which was infinitely slower, but at least worked. I would reeeealllly love to use packed primitives though, and with a simple Torus, that workflow does actually work. hm. So the questions in my head right now are: Is it the way I treat (or not treat) the incoming OBJ? Is it the scale of things? Is it the crazy impulse forces? Is it the fracture pointcloud scale? ODFORCE is the place to ask for help, too many smart people out there!!! Thanks in advance to everyone having a look at this. Thanks guys!! odforce_voronoi_bad_geo.zip- 4 replies
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- bad geometry
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