haggi Posted November 23, 2009 Share Posted November 23, 2009 I have an image with some painted cracks where I want my geometry to break apart. Is there any way to create a shattered geometry by an image in houdini? Quote Link to comment Share on other sites More sharing options...
Ratman Posted November 23, 2009 Share Posted November 23, 2009 No straightforward way. You can import your image via the trace sop to create an outline of it and try to fix the edge thresholds to create a 2d plane of your "crack map" and create a 2d grid chunk and process that data to turn it into a shatter object. Quote Link to comment Share on other sites More sharing options...
haggi Posted November 24, 2009 Author Share Posted November 24, 2009 Thanks. This works if I have a planar object. Unfortunatly my object is not planar at all. Quote Link to comment Share on other sites More sharing options...
saty Posted November 24, 2009 Share Posted November 24, 2009 Hi haggi, is something like this what you have in mind? Cheers, Saty PS: What's shown is planar but will work on any mesh. Quote Link to comment Share on other sites More sharing options...
Ratman Posted November 25, 2009 Share Posted November 25, 2009 Hi haggi, is something like this what you have in mind? Cheers, Saty PS: What's shown is planar but will work on any mesh. Interesting... Quote Link to comment Share on other sites More sharing options...
Ole Posted November 25, 2009 Share Posted November 25, 2009 (edited) Hi haggi, is something like this what you have in mind? Cheers, Saty PS: What's shown is planar but will work on any mesh. How would you transform this to a proper mesh with clean cuts/breaks for simulation of some sort? Just curious I did some testing with this a while ago (example: Image based fracture test). I didn't get any further because I could not find a good way to create clean cuts on a non-planar polygonal surface (in my test, I would have to dice up the level of detail to insane amounts to get smooth edges). I was also looking into the following workflow: Model -> Proper UVs -> Unwrap the mesh in Houdini based on the UVs -> apply crack pattern -> transform back to object, but I did not get any further back then. I too would like to know if anyone has any good ideas regarding this issue Edited November 25, 2009 by Ole 1 Quote Link to comment Share on other sites More sharing options...
haggi Posted November 25, 2009 Author Share Posted November 25, 2009 This looks really great Saty! What I need is a something like the Hoover Dam. I have to break it apart and let the water flow into the valley. Something like in "Evan almighty". Of course I can break the geometry by hand but I always try to avoid such kind of work Do you have a shaded image of your breaks without wireframe? Quote Link to comment Share on other sites More sharing options...
blackchicken Posted December 2, 2009 Share Posted December 2, 2009 ouu thats great, how did you do this? Some little scene for explore will help a lot. Specialy for fracturing glass from image...thanks a lot B.C. Quote Link to comment Share on other sites More sharing options...
petz Posted December 3, 2009 Share Posted December 3, 2009 with some help of python you can cut your geometry based on attributes like color. example file is attached! petz shatter_test.hipnc Quote Link to comment Share on other sites More sharing options...
mightcouldb1 Posted December 3, 2009 Share Posted December 3, 2009 Nice to see you posting here Saty! This topic seems familiar to me. Quote Link to comment Share on other sites More sharing options...
LinchpinZA Posted October 29, 2014 Share Posted October 29, 2014 Sorry to revive such an old thread.But I was wondering if anybody out there has a good way of shattering objects via a painted map, using the objects UV's.The Trace SOP works perfectly fine for flat planes, but if I had quite a curvey complex object that I needed a veryart directed fracture pattern on. How would one go about this? I thought about doing some form of pelt mapping ,flattening the geo into the shape of its UV's, fracturing that with a Trace SOP, then warping the geo back to it's original state. But haven't managed to get this working properly. Quote Link to comment Share on other sites More sharing options...
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