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Found 22 results

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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. ?
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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!
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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.
  18. Hey guys, I want to make a simple screw in Houdini, but the boolean operator is not very helpful when I try to make the thread out of a helix :/ The aim is to subtract the helix from the body of my screw, which should create my thread. But it won't subtract it entirely :/ Could you help me please? screw.hipnc
  19. Good evening I am trying, to boolean a very complex model inside houdini. Its an engine that has thousands of little parts. Since the original format is not supported, I had to use Softimage first and than export the geometry. The first problem of course is alot of open caps, dissconnected edges etc. Actually most of models we get from architecture/ingeneur applications, give us alot of headache Anyway, I thought first thing to use would be a 'remesh'. Takes some time, but thats working. Problem is, the geometry will be smoothed out and so on. And when using 'cookie' houdini is crashing. What about using VDB? I tried that. Super fast and actually a nice result. But when I combine the engine with a cube to cut out a cross-section and 'convert to vdb' to get a polygon model, the model has alot of holes, disconnects etc. Is there a recommended workflow? I exported the model from Softimage as Alembic btw. Thanks alot, marc0s
  20. Hi. I'm working on a tool that allows to selection-paint fracture pieces. It works great on simple things, like spheres, planes or tori, but ... when it gets to a more complex, organic shape, like a human face, and the model has holes, things start getting hairy. The weak link is the Break SOP. Right now it seems to me it's almost unusable on anything complex. The only thing I can think of to fix it right now, is to convert the model to a flat set of patches based on UV's, do the cutting and then wrap it back to its original shape, or replace the Break SOP with something else. Any advice? Best Regards Filip
  21. Hi, I want to get the frame number in which an attribute changes its value, and keep it stored. Maybe my brain ain´t at its best today, but I´m struggling. Currently taking a look at CHOPs triggers... Any quick solutions out there?
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