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Found 117 results

  1. 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?
  2. 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?
  3. 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?
  4. Controlling fracture pieces

    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
  5. 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!
  6. 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
  7. 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
  8. 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
  9. 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
  10. Good day! One problem is that smooth wire shaded does not see as wireframe. I use the Houdini FX 17. how to enable to see smooth wire shaded? See here that I uploaded the GIF video.
  11. 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
  12. I want to use scatter points to create voronoi regions on a mesh similar to the clump map shown in the screen shot. No fracturing. Has anyone done that?
  13. 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.
  14. I want to make Voronoi like the picture. Can I have some help please?
  15. Hey guys, Pretty new to Houdini after many years of Maya. I'm importing an alembic and want to push the path attribute all the way to the end to retain the original hierarchy. When I add a voronoi fracture only the inside group seems to maintain the path attribute. The outside group and my original group that I defined before for the object I'm shattering have empty path attributes. How can I copy the correct path attribute back onto the fractured pieces? (If I have multiple prims/ want to maintain the original prims path attr) Thanks guys!
  16. I'm trying to make a plane of simple rolling hills using voronoi. I don't want realistic terrain, just basic smooth curved circular overlapping mounds with phong material. I think what I need to do is generate flattened spheres that extend outwords from the center of each cell, but I haven't been able to locate the right node to do that. I've tried grid -> voronoi fracture -> smooth -> extrude but it can't get anything that looks rounded. What am I doing wrong here? Why does everything I attempt look so "rocky" like broken glass? First image is what I have, others are examples of my intended look (more or less).
  17. Remesh using scatter points

    Hi, im trying to create a reptile scale tecnique, using points scattered along curves on a mesh where i'd like the scales, and i came across this amazing work by psop creating a chameleon.(https://cghow.com/making-of-jbl-chameleon/) Does anyone know how you can go from the first mesh which is the classic quad meshed character, to a remeshed version based on connecting all the scattered points on the mesh? i've tried everything i can think of... 1.triangulate2d, then restoring positions, but its not good for complex mesh shapes. 2.tetrahedralize, not so hot as cant tell it to only grab points from the surface of the mesh, it goes mad connecting innards of the mesh like a lattice. 3. i then tried "point iso cloud" which is great for laser scan reconstruction, and uses my custom scatter points to make the mesh BUT does not result in a mesh that uses my scatter points as the actual mesh points. 4. is there any mileage going down the vex route, creating a UV, then instead of searching for nearpoints in 3d space (where you could grab near points that arent actually connected on the same part of the surface of the character), and instead search distance on the UV positions of the points? 5.voronoi fracture the mesh using needed scale position points(scatter), then trying "compute dual" on the divide SOP. this feels quite close, i just need the mesh thats constructed by connecting the scatter points making lots of triangles; once ive got a mesh with the points of the connected triangles at the centre of my desired scale positions i can then compute the dual and HURRAH! ive been smashing my head against a wall for days now, id really appreciate some brain power as i think ive burnt all mine out!! cheers J Atomic14
  18. In the the following paper, there's an image of an elephant figurine decorated with mosaic tiles. The voronoi diagram of the points created the tile shapes. What do I do to copy this method in Houdini? Dart_Throwing_on_Surfaces.pdf
  19. Controlled Multiple Fracture

    Hey, I've been trying to figure out how to control a fracture of copied packed objects but I feel very stuck. Each object should have their own inital frame to start fracturing on and they should be able to overlap for example A from F1-30, B from F10-40. The fracture should also be from top to bottom. Would love so much if anyone could help me in the right direction! Thanks! fractureMultiple_controlled.hiplc
  20. How can I create a geometric pattern like the one shown in this video?
  21. So I'm making a collapsing gravestone and i want to export color data using the depth attribute from the interior detail visualize noise scale tool inside the voronoi fracture node. The data needs to be exported into Maya. This setup works for the initial fracture however when trying to merge in the sub fractured pieces from separate voronoi and export them as one exploded view alembic file for testing, lots of pieces start to intersect with each other which doesn't happen normally. I'm guessing the way I've tried to merge the color data into each other has caused the pieces to start intersecting but I'm not sure where in the node graph this is coming from. Also i tested just with the original fracture and the export works just fine and the displacement works in Maya. Just wondering if anyone's had similar issues to this and found a solution. GraveStone001.obj GraveStoneFracture0022.hipnc
  22. voronoifracture

    -Procedural Rock Formations for ue4 saber Jlassi Houdini Hive at SIGGRAPH 2017-. Part of it. I would like to know how to select and delete some voronoi. (Does it involve visualizing a group of sculptures?)
  23. Hi guy, I did a voronoi fracture on the sphere and wanted to extrude it base on the voronoi pattern, however, it extruded the triangular which is the base topo of the sphere, may I know how do I make it to extrude the voronoi pattern instead?
  24. Hi, I have imported a model, applied voronoi fracture and some weird blue faces started showing up, I have made a short video showing the problem: https://www.youtube.com/edit?o=U&ar=1&video_id=bWiPswILZ0s any idea what these are? is it an issue at the modeling stage? normals?...
  25. Hey everyone! I recently finished up a tutorial on creating game ready procedural rocks assets for UE4 Hopefully you can learn a thing or two on my process and feel free to let me know if you have any suggestions, critique, or questions about anything you see! Video preview Free Demo version: https://gum.co/rocksue4demo Full version: https://gum.co/rocksue4 Includes: 8 Video Chapters Project file (.hip) Hi/lowres meshes+maps Tools: Houdini 16.5+, Unreal Engine 4 Introduction: Chapter_1_Base_Shape 26 min Chapter_2_VDB_Setup 4 min Chapter_3_Detailing 12 min Chapter_4_Texturing 21 min Chapter_5_Remesh 10 min Chapter_6_LOD's 9 min Chapter_7_Save_File 15 min Chapter_8_Bake 4 min Difficulty : Intermediate-Advanced Format: Recorded video chapters
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