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Found 29 results

  1. Hello everyone For one of my scenes, I need to cut a 3D model of a human floating in space into several pieces. For that, I try to use the boolean node in shatter mode but I get strange results (see picture below : in the setup, I try to cut my 3D model with a bunch of deformed plane). However, the setup works on the PigHead test geometry. I tried to increase or decrease the number of points in my 3D model with a polyreduce and also to fix possible problems with a polydoctor but I still have strange artifacts and the 3D model does not cut well. I have attached the Houdini hip file below. Here is a link to download my 3D model : https://drive.google.com/drive/folders/1io36E7HHgM_PBOaQxmnjekwiH3Dpq_y9?usp=sharing Does anyone know how to solve this problem? Thanks by advance, Brazen Boolean_Shatter_Issue.hipnc
  2. I need to remove the edges of the circle that are inside the grid, and the edge of the grid that's inside the circle, and keep the rest, the outside edges. I tried boolean and divide didn't work. Any idea?
  3. Curves Boolean

    I'm kind of new to houdini so this question maybe very simple but I just couldn't find away to do it. how can I combine 2 curves into one and get just the outline like the image attached. I need to use it in a sweep SOP as backbone. I tried the Boolean SOP but it didn't work. Thanks Ali
  4. Hello! I am stuck trying to solve a problem. I have these aperture like petals that I want to disappear in a physically impossible way [see gif]. https://gfycat.com/skinnysneakyjaeger You can see in the photo I accomplished this using boolean. However, I cannot keep using boolean because it is affecting my material. I have a rest position on the "petals" geometry to keep the texture in place, but when the "petals" geometry starts getting deleted by the boolean sop, it starts making the material freak out slightly. My second idea was to use the same geometry I used for the boolean [third photo] but instead make it a have a matte material instead of boolean. This works, but it starts cutting out other geometry in the scene. Is there a way to make it so the object with a matte material only affects some of my geometry? Is there a better way to solve this problem? I want to avoid rendering out the petals geometry in separate passes. I also need to trick the visibility for some gears too, so I don't want 50 render passes. Thanks
  5. Boolean random seed per stamp??

    Hello, I'm trying to create some really basic glass debris (small on screen and limited in poly counts (games)), so instead of using material based debris (too directional) or voronoi fracture (too hexagonal looking), I thought I would use Steven Knipping technique and use booleans. -create one glass panel -add points -attribrandomize the points -copy to points grids for cutting -boolean scatter the glass panel with the cutting grids -copy stamp the panels ...wishing to use stamp to add randomness to attribrandomize. It works great except that I can't get the randomness of my stamp attribute to randomize the seed, so all panel look the same. I'm creating a rnd attribute in the copy stamp SOP with the following expression: rand($NCY) and in the attribrandomize under options tab>Global seed I enter: stamp("../copy6/", "rnd", 0)*12345 If anyone as a minute to take a look or has any suggestion that'll be fantastic!! thanks BooleanStamp.hip
  6. Any idea how Boolean sop fits with the new rbdmaterialfracture node in Houdini 17?
  7. Bullet boolean fracture with deforming geometry

    Hi Guys, I've been trying to create an rdb sim with boolean pieces where a dancing figure shatters and falls apart onto the floor. When pieces are activated I set deforming to zero. However, the pieces keep exploding off. I've made the shattered figure deforming with a "Deform Points" sop. This already seems to reshape the figure in a way that creates some artefacts. Perhaps this creates the intersecting geometry? I'm not sure. This doesn't seem to happen when I shatter with Voronoi. I'm not a fan of those pieces however. If it wasn't a deforming figure I'd probably next try to create some proxies with spheres and transform afterwards, but I don't see how I'd do that here.I tried to simply cut down the collision padding and shrink the pieces a bit, but still they explode. Could anyone give a piece of advice to make this work? Thank you! (Figure and animation have been supplied by the amazing Johnny Farmfield) fallapart_1.hipnc breakDancer_mocap_v03.abc
  8. Boolean Fracture Seams

    Is there a way to fully eliminate seams in a model after a boolean shatter? I'm able to get rid of most of the seams with the boolean 'unique points along seams' flag and a Normals SOP, but in both Redshift and Mantra renders it's still clear that the surface has been shatter before a sim is applied. Any way around this? -- mC Boolean Seams - Sphere - 01.hiplc
  9. Hi guys, I created a sim with proxy pieces and then tried to transform the high res pieces with the sim data, but for some reason it gets messed up. I set the pivot and transforms with setprimintrinsic. Please see below. It seems to have done different things for different groups I've split them into. After the initial fracture, I've split the pieces into small, medium and large pieces and fractured the large pieces again with added constraints which I intend break later in the sim. You can see the correct size of the figure in the middle, which seem to be the large pieces. Could someone please take a look at my file and tell me how I could fix this? Angel_goes_toheaven_cleaned.hipnc
  10. Hey forum! I'm attempting to create a boolean/slicer function, where I can slice up the geometry of an object (https://www.sidefx.com/tutorials/building-the-slicer-setup-in-houdini/ this sort of thing). However it seems that I'm having an issue with the way that the primitives are being 'winded' by the boolean operator. When I try and polyextrude the slices created by the 'boolean' they go up and down randomly rather than just 'up'. It seems that no vertex/point/primitive attribute is affecting the polyextrudes understanding of 'UP' - i've read its calculated from some kind of ordering of vertex? Anyone have any ideas about how to fix this? I have attached a very minimal houdini file and an image of the problem. Thanks! <3 Sam winding_polyextrude.hip
  11. Boolean for instanced packed fragments for RBD

    Hey guys, I'm having an issue that has had me scratching my head for the past few days now. I'm creating a building for an RBD sim with instanced packed fragments. In order to save memory, I'm creating 3 fractured walls to iterate throughout the building. I'm then carving out the windows using a for each block, iterating through each fragment (nearest to windows) and a boolean to subtract the window hole geo, then repacking to the fragment into its piece. This way, the extra inside faces are attached to each respective fragment, and it becomes a new piece. Alternatively if I just booled the entire wall, I would have issues repacking with the new faces. The problem is that at the end of the for each block, it returns the subtraction geometry merged with the subtracted geo. It doesn't do this with lower density fractures- weird!! I've iterated through each pass to see where the extra geo is coming from, and can't find it for the life of me. Please take a look at the file attached, and let me know if anyone has any ideas! btw- apologies for the file- didn't have time to clean it up Thanks! Hunter buildingFracture_v12_debug_wall.hiplc
  12. Hey guys, how can I have some beautiful round edges on an extruded logo? It doesn't work at all with polybevel Here's how I'm doing it, the scene file is also attached Thx! Logo.rar
  13. Fluid Boolean

    HI, How do i boolean(subtract or intersect) a poly soup? i wanted to subtract some of the part of my particle surface fluid. since the fluid is in polysoup, how do i boolean(substact) a polysoup. ?
  14. Hi, I'm trying to remove part of a sphere with a bunch of other spheres that I converted to vdb then to polygon to use like metaball and have a single geometry to use to "cut" the other one. Thinking (silly me) it would make it easier. if I switch the input of the Boolean node it kind of work, but I need the reverse of it. It was working great with the cookie SOP before. but I'm guessing new node require new workflow (which is fine, I just haven't understand it yet).:) The boolean node is giving me a warning "NonManifold edges in solid...pnumbersnumbers" I added a Clean sop afterward to try to fix it but no luck, I included my hip, if anyone of you nice people could help or point me in the right direction it would be much appreciated. I also attached the intended result, which I got with the cookie sop a long time ago. thanks SplashScreen01.hip
  15. Hello ! I tried to make fracture for game engine but I stumble into several problems : Most of the time the object I need to fracture is lowpoly, when I try to make them hollow I encounter several problem. Usuing booleans with sphere I get ugly topology (ngons, floating triangles) is there a way to polyreduce it without breaking outer shell and existing UVs ? Anyone tried to shatter using booleans like the video ? Thanks
  16. I am trying to learn how to make a procedural building but I don't know the best way to apply windows and doors to the walls. I can use CopyToPoints to apply my components to the walls but if the component has a surface that is inset deeper than the wall, I need to use a boolean node to remove that part of the wall. The procedure that I have come up with involves using two CopyToPoint nodes, though. One to boolean out the wall and the other to apply the component. I doubt this is the best way to accomplish this task. I would appreciate a suggestion for how to do it the right way. TestBool.hiplc
  17. Hey! I tried to apply Steven Knippings workflow for boolean shattering ( https://vimeo.com/228248086 ) to my own model. However it doesn't seem to work, although the boolean setup works as expected with a simple box. Up to now I couldn't figure out what's worng with my geometry... I attached a zip with the hip and the geometry, any help would be appreciated! Thanks! boolean_fracture.zip
  18. Cracked Ground Geometry

    Hi, I am working on a collapsing ground scene. On a hillside geometry I create curves for shattering the geometry into organically cracked pieces. It's working. But when I shatter these pieces again the boolean operator causes a trouble. It says 'Nonmanifold edges in solid'. What I tried: polydoctor sop to check the wrong geometry and repair it. It does not solves the problem. What was working, but maybe not an optimal sollution to convert the shattered geo to vdb and back to poly and shatter then. But it looses it's details in geo. My question: 1. Is there a way to prepare the geo to avoid nonmanifold error. 2. In a loop of more cracked pieces how can I check the boolean result error to make a correction. Thanks in advance!
  19. I'm trying to understand a issue with surface normals after a fracture. In the example file i have attached I use a boolean shatter on some geo. This doesn't cause any visible issues with normals. However one oddity is that the result of the shatter contains non manifold edges and wont pass through a second boolean set to union. I'm not sure if this is what causes issues later on. Then I run the shattered pieces through a foreach loop an fracture each piece with voronoi. The result reveals bad normals along the edges of the fracture. In this case the problems can be mostly alleviated by reducing the cusp angle of the of the normal. But in some cases ive seen this solution doesn't always work. And too low a cusp angle can introduce other problems. Is the normal issue related to the non manifold edges from the boolean? Is there a way to set this up to avoid getting these normal problems. See attached file. Thanks shatter_test.hiplc
  20. Post-Voronoi Boolean Problem

    I've stumbled across a rather annoying little issue. As you can see in the attached scene, If I perform a subtractive boolean operation after a voronoi fracture, things get super messed up. The two major issues being that a bunch of pieces are randomly missing faces and the new faces generated by the boolean are not connected to their respective pieces. I managed to get things working (albeit marginally slower) by utilizing a for each loop. Does anyone know what might be the cause of this issue? Has anyone run into it themselves? post_voronoi_boolean_problem.hipnc
  21. Creating subfracture group

    Good Evening, Im trying to improve the look of my fracture setup using booleans. The pieces look great but due to the boolean cutters the pieces dont read so well in DOPS. I decided to measure the chunks and shatter only the larger pieces in a bid to improve the collision geometry. I want to use a forEach loop for each large chunk, shatter it and then assign it to a group or assign an attribute so that I can use them later in the constraints network. Those chunks will have glue constraints set to -1 so they dont break basically meaning they are the same as the original piece but will read in DOPs better for collision geometry. I dont want the subfractured individual piece info just the original whole piece. Is there a way to create a group for each loop of the forEach. Then I would have groups like unbreakable_01, unbreakable_02? Would appreciate some pointers before I go insane haha hip attached. Thanks, Duncan forEachLoop.hiplc
  22. Hello. I have some problem with boolean SOP, when I Shatter model after Convert VDB to polygons, it just slices geo. Doesn't make separated pieces of geo. I tried to remesh and fuse geo before Shatter but it gives me nothing. boolean.hip
  23. apply boolean twice problem

    hi, when I try to use a boolean node twice, second boolean result is always broken because I guess a connectivity issue. Houdini cannot understand the connectivity from first boolean result. I know some people says to cut together with many cutters, but I have a certain situation to cut separately. For instance first boolean produces 500 pieces, and keep 300 pieces and use second booleans for other 200 pieces, and so on. Some artist do after-1st-boolean > loop start > delete all pieces(groups) except one favorite piece > do-2nd-boolean > loopEnd > merge together. Or, I do translate and separate each other of pieces in order to make spaces between each pieces, then apply 2nd boolean, and it works I wonder if anyone knows smarter methods, instead of translating or looping booleanTwice.hipnc
  24. Hi! Can't figure out how to assign attribute to different group parts that boolean made. I have a cylinder with some cylinders rotated and transformed like a tree branches. They intersect with main cylinder. After subtracting them from main cylinder "trunk", there are abseams edge group created. How to assign attribute for each loop(I mean all loops has one attribute but with different values for each loop - 1, 2, 3...etc)? Or how can i create separate group for each loop? This is for purpose to scale/transform them from center of loop in foreach, to affect them all at the same time.
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