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Showing results for tags 'bool voronoi architecture modeling'.
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Hello. I've been trying to solve this on my own for some time now but haven't been able to come to a good conclusion. If you have an idea how to solve this without following my current approach please also tell me, I'm very open for any idea that will help me to reach the desired result. I am trying to create an effect where I am able to take any kind of geometry (mostly architectural wall pieces, based on single tiles that have been merged) and 'break off' some of it's out hull to achieve this very typical, run-down wall look: IMAGE link The steps I have currently are (see attached images) Step1: The base mesh is a merged object made up of individual tiles. I'm fairly new to Houdini, so I might not have created these in an optimal way. Any suggestions on how to improve are very welcome. From these merged objects I get a bunch of groups that I am using later. Step2: From the "base" group, which is just the facade without any of the other pieces I create a bunch of large voronoi clusters. Step3: I chose one of the voronoi clusers and, since the object I used to create the voronoi clusers was flat I extrude it. Step4: I try to apply a Bool SOP to substract the voronoi cluser from the original base mesh. It 'kinda' works, but there are many artifacts, and with no setting I am receiving a clean result. When I replace either the base mesh or the voronoi cluster with a simple geometry I receive great results, but both together are not working properly. There are many areas that I know could be problematic, but I've been unable to fix this. Is my approach spoiled alltogether? Should I do a different thing? I cannot create the windows after the bool, as I want to have a pool of many different facade pieces and then apply this breaking effect to a collection of them. Any advise is greatly appreciated! I have attached the .hip file of course as well: bool_problem.hiplc