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Hi all. I made something a few weeks ago that I thought might be useful, so I somewhat tutorialised it here: http://www.pixelninja.design/manhattan-voronoi-approximation/ Basically it's a method of achieving something close to a Manhattan-distance voronoi diagram. I hope someone out there finds this useful If anyone knows of a better method, or a method of achieving an actual Manhattan voronoi I'd love to hear it! ManhattanApproximation_01.hiplc
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I'm still newish to Houdini, so please bare with me. I'm trying to create walls between multiple watertight objects of uncertain shapes, which are guaranteed to have space in between them, but which are still close together. My first idea was a 3D Voronoi structure kind of solution, a bit like this: But instead of walls between every neighboring points, I would fill the geo with points, give them groups, and then only create walls between points of different groups, like this: Is there a nice way to get this? I tried to use the Voronoi Fracture Sop and to promote the points in a group to primitives and blast them, but this doesn't select all primitives. I'm also very open to different solutions! Thanks!
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Hello everyone, I have a very weird issue occuring today. I recently upgraded my PC specs, and went from an Intel core i7 11800 to an AMD Ryzen 5950x, which also implied to change the mother board. I transitioned from a MSI Z370 SLI+ to a MSI X570-A PRO. Since then, I've been experiencing very weird crashes whenever my 32 threads reach 100% for more than 20 seconds. I'm facing this issue while doing voronoi fracture on a pretty basic geo, and the error still occures when I try to use just a cube with a few subdivisions. I'd really like to know if any of you faced the same issue or something similar, Thanks in advance, Yolan GAILLARD
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Hi, I'm trying to solve an interesting task in Houdini while I learn more about VEX and just ran into a situation where I'm not finding an answer anywhere. So, I created a voronoi sphere and then added center points on each "piece" (face) of the voronoi cells. What i'm trying to do next is to create new primitives using each center point created on the previous step. I figured out how to do that by manually adding each vertex in the code using the addvertex function but it would be a time consuming task and it would kill the procedural process. Also, I noticed that as I start creating each face by entering the center point numbers on the code, some point numbers get shuffled resulting in a wrong face sequence and winding. Attached are some images showing what I got resolved so far. That said, how can I create new primitives using the voronoi center points? I tried sorting the point order and then creating a primid that could later be used in the add sop to create new prims but because there was no primitive connecting the new center points, the resulting primid was -1. Just for reference, I tried using this code and it resulted in the negative primid: int ptorder[] = primpoints(0, @ptnum); i@sort = find(ptorder, @ptnum); i@primid = @primnum I see that there are potential functions that could help in this case like nearpoints but i'm not sure how to sort the points correctly so each primitive could be created correctly or if it even helps. Any thoughts on this would be appreciated.
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Hello everybody, I have a problem with the boolean tool. I have a cube and a font. I want the font to be inside the cube, but in the form of a hole. First I tried to subtract the font from the cube with the boolean node, but that didn't work, so tried to fracture the cube with the voronoi node first and then added a boolean node, but that didn't work either. Does anyone know a solution for this or can help me? Thanks in advance! This is what I want to achieve: This is my attempt with the voronoi fracture: This is my node tree: These are my parameters:
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Hi all, I'm learning houdini since a few weeks/months and I still have some beginner issues. I think I know the way to do it and it must be easy but I have no idea where to found what I'm looking for or what should I tweak. For this project I follow the basis from this tutorial: After that I wanted the ground to be a wall and the debris to fall another way so I changed the gravity forces and it was pretty easy to have what I wanted. For the next step I wanted to know if it was possible to import a curve like an .svg or .ai so instead of a straight line I could carve a simple logo or only one letter into the wall. But I tried and didn't found anything about importing bezier curves, or the one that I tried didn't go as planed. I think it will go with another question, like if I want to carve a 6. Is it possible that only the outline fall and to keep glued the hole in the 6 ? Also, is there a way to do like a box arround the wall and when some debris fall farther than the box they disapear to save some space on the .abc at the end ? Thanks in advance, sorry if it's too basic and doesn't belong here. I have attached my file but don't know if it's useful. Cheers ! FRACTURE_FOND_2.hipnc
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Is there a way I can change a dual mesh into a Voronoi mesh? Here's a link to a dual mesh video. Houdini Quicktip 004 Quick Dual mesh - YouTube
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Hi everyone! I've been stuck on a particular problem today. I've been using a simple voronoi in Houdini to fracture a rock, but I'd somehow like to bake a layered texture or vertex map so you can see the lines emanating from the shell of the model. I've attached a picture of some agate so you can get a better understanding. This is so I can export the alembic into C4D and apply different textures to these 'ridges' using the vertex map, or just a baked texture outright. I'd only need a couple of bands at the outer edges, not going all the way to the center I initially tried converting the rock before the fracture to a volume and baking a ridged texture using the depth from this, but I just can't seem to figure it out. I also tried copying the rock a couple of times, sizing it down a little, then used these copies to bake the vertex colour, but it still wouldn't budge! I'd be very helpful for any tips as it'd be great to get a procedural solution to this problem
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Hi everyone ! I'm having issues with the voronoi fracture on concave geometry. I'm trying to fracture a pillar which was created in C4D. To do so, I create a VDB and scatter points in it, then I use the Voronoi Fracture SOP on the base geometry. It works quite well overall, however on some curved concave areas the voronoi fracture fills the area, which I would like to avoid. I attached images to the post; on the second picture the darker parts of the fracture fill the hollow space. Does anyone know how to fix this issue ? Thanks ! PS I have not attached the .hip file since it's based on a heavy alembic file, but I can do so if necessary.
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Hello Everyone! I would like to add an interior detail for fractured pieces but I cannot seem to find the option in the voronoi fracture sop even though Houdini knowledge base says exactly this: "you can enable the Add Interior Detail checkbox on the Interior Detail tab of the Voronoi Fracture SOP node. This gives you access to parameters to bricker the flat planes and add some noise." (Link: https://www.sidefx.com/docs/houdini/dyno/voronoifracture.html) I also tried using RBD material fracture as an alternative as I can link it to an RBD interior detail but it messes up my geometry and distorts the etched logo so voronoi fracture sop is the cleanest reuslt I was looking for. thank you very much in advance! voronoi.hip logo-galler.ai
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Hello After my voronoid fracture (with Manhattan approximation) , i will like to give each cell a different ramp attribute to drive and build my displacement. Like in substance. I have trouble to implement this in vex directly, and i want to use the lab ramp. I unlocked the had, but once again ,i failed to drive the circle prim arc value with my attribute generated before, unique per piece. i definevely have trouble with that, to drive my local variable with a attribute @.. I could do in a transform by using : point(opinputpath(".",0), $PT, "fRotationAngle", 0) but not in the subnetwork of the lab gradient tool... it doesn't recognize my attribute... it's what i wrote below Any idea for a fix, or in a brute force vex approach please guys? cheers, vincent* @konstantin magnus
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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.
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I have 2 pralines that collide and break to pieces. They are prefractured with Voronoi fracture, then put into an RBD Sim. I'm exporting them as an alembic and rendering them in C4D. They are polyreduced with displacement at rendertime and this is where I'm running into an issue. The displacement is revealing the edges of all the prefractured pieces before they break and also in the chunks that never actually break apart because of the constraints. I tried merging all overlapping points both with fuse and clean after caching the rbd sim and removing manifold polys with the polydoctor node, but that won't remove most of them, probably because some pieces have already moved a tiny bit apart before the collision. The issue seems to be the manifold polys though, because when I go in and delete them by hand in C4D the gaps between pieces are not visible anymore. Is there some way of merging all pieces that havent breaked apart yet and clean up the geometry of the cached geo at every frame , so I can apply a proper displacement map?
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I have 2 pralines that collide and breake to pieces. They are prefractured with Voronoi frature then put into an RBD Sim. I'm exporting them as an alembic and rendering them in C4D. They are polyreduced with Displacement at rendertime and this is where I'm running into an issue. The displacement is revealing the edges of all the prefractured pieces before they break and also in the chunks that never actually break apart because of the constraints. I tried merging all overlapping points both with fuse and clean after caching the rbd sim and removing manifold polys with the polydoctor node, but that won't remove most of them, probably because the pieces have already moved a tiny bit apart. The issue seems to be the manifold polys though, because when I go in and delete them by hand in C4D the gaps between pieces are not visible anymore. Is there some way of merging all pieces that havent breaked apart yet and clean up the geometry at every frame of the cached geo, so I can apply a proper displacement map?
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So, I am very new to Houdini, by that I mean a few days new. I came from a blender background. I had a very specific effect/set of effects that i wanted to achieve when deciding to learn Houdini (Seen in the video). Despite only having been using Houdini I have developed a effect that is good, but not for all instances. I have created a very similar ground fracture using the following node system: This works for ground simulations, but it is not satisfactory for the fracture simulations found on the statues. Essentially I just want to be able to affect the fracture pieces encompassed in a bounding object, but keep all the other pieces in place (see 0:06 in the video). Quick capture of my current simulation below. https://gyazo.com/e96f7a80027bc63dd3c6832c19b0e14f
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- voronoi fracture
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Animate voronoi pieces using source fracture points
JH12 posted a topic in General Houdini Questions
Hi, Probably a fairly simple answer to this one... I've scattered my source points onto a grid and fractured an identical grid using a voronoi fracture. I have a Point VOP which I've created which animates those source points. What Id like to do is have each of the fractured voronoi pieces follow the animation of it's associated fracture source point. Hip is attached. How would I go about this? Thanks for the help Voronoi_Points.hiplc EDIT: I achieved what I needed using the Assemble SOP, and applying my Point Vop directly to the packed geo. Though I am still curious to know, without an assemble SOP, how you would assign a group of @name:piece* primitives to a follow the fracture points? -
Hey guys, When I use the Voronoi Fracture sop on geo multiple times I'm finding that the new breaks are applied to the original geo, and not the fractured geo. That is the new cracks do not stop when they reach an existing crack, but instead continue through it. See attached for what I mean. Any help would be greatly appreciated!
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Hi all! There's 1 week left to register for my Mastering Destruction 8-week class on CGMA! In supplemental videos and live sessions we'll be focusing on some of the awesome new features in Houdini 18, and exploring anything else you might be interested in, such as vehicle destruction. For those that haven't seen me post before, I'm an FX Lead at DNEG, and previously worked at ILM / Blue Sky / Tippett. Destruction is my specialty, with some highlights including Pacific Rim 2, Transformers, Jurassic World, and Marvel projects. I've also done presentations for SideFX at FMX/SIGGRAPH/etc, which are available on their Vimeo page. If you have any questions, feel free to ask or drop me a message! https://www.cgmasteracademy.com/courses/25-mastering-destruction-in-houdini https://vimeo.com/keithkamholz/cgma-destruction
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Hi, I search a lot of tutorials and topics but i didn't find any satisfactory answer. I think it's something very simple but I don't understand that it fails. I am trying to create a fractured mesh with "voronoi" or with "rbd material fracture" and then I want to add a limit to the thickness. Many of the examples or questions logically end up saying that best options is extrude but in my case it is a fairly complex mesh and destroy it, then it's not a valid option. Then something as simple as create a fracture and then making the inner boolean and it does not work, only very very small pieces are separated (I have tried it both in explodeview and in rbd and it does the same). Here a file with a very simple example of sphere, sorry for english and thanks in advance. boolean_in.hipnc
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Hi, I run a voronoi fracture on a cube mesh and I want to delete the outer chunks and keep the inner ones, I tried to use a blast node and set the Group to "outside" but this only removes the outer faces rather the the the whole chunk, So is there a way to select the outer chunks of voronoi fracture? Thank you
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Hi, I am using the rbd tools in H17. I'm, confused by the name prefix attribute on the voronoi fracture. If it is not set to "piece" then my glue constraints do not work. I would assume that the prefix attribute could be anything? Certainly the subsequent geometry and constraints points / prims are labelled appropriately. Ultimately I would like to constrain multiple objects with multiple fractures. I can achieve this by offsetting the piece 'index' with each fracture, but this is clumsy. Surely it could be achieved using the primitive name prefix attribute? I have attached a scene file containing a single object with / without name prefix as "piece" and a multiple fracture setup. Any help is gladly received! jhealy_fx_rbdOdforceQuery_v001.hip
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- glue constraint
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Good evening everyone! One problem PolyBevel does not work. Can someone tell me? I can’t get a smooth bevel around the edge. See here that I uploaded a GIF video and also a HIP project. polybevel_voronoi.hip
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Hi, I want to select the outer pieces and delete them, I tried to use the delete node and set the Group to ‘outside’ but this only deletes the outer faces rather than the whole piece. To do this, I tried to create a group of outer pieces selecting manually the primitives (faces). If I do it manually it'll work. for that just need to drop a group node and start selecting primitives from outside. In this way, it'll take forever to select outer pieces of a large scale model. I did not find any other sufficient way to do this! also I found this file from sidefx which works exactly what I want but did not get how it is working! Deleting Outside Pieces.hip