curveU Posted August 27, 2010 Share Posted August 27, 2010 (edited) Hello, I met some problems when I tried to add some edge details for the chunks generated from the VoronoiFracture SOP. The edges of the geometries looks too straight, so I'm trying to add some 3D noise on the edges. The rendered result looks something wrong. I want all these chunks to be together as a perfect "unbroken" wall before the rbd simulation, which means the edges between chunks are "invisible". I could do it for the pieces of geometries without 3D noise, but I don't know How could I achieve the noise version? Or could anyone here let me know some other approach adding edge details to the fractured geometries? Thanks. edgeProblems.hip Edited August 27, 2010 by curveU Quote Link to comment Share on other sites More sharing options...
johner Posted August 27, 2010 Share Posted August 27, 2010 (edited) Turn on "Resample by Polyon Edge" on your Resample SOP. At the moment it's resampling at different points along each adjacent polygon, so the points are getting different noise values and pulling apart. If you resample along the edges, the points will all match up along each edge and be displaced by the same amount. Also, the Viewport display seems to be pickier than Mantra for displaying gaps in the edges, so you might want to Render to test. Edit: But I should point out that even if the edges line up, you'll be creating non-flat polygons with your method, which can be a little tough to deal with. A few other ways to get non-straight faces: 1) Use Interior Detail, although your edges will still be straight 2) Scatter more points and use the Clustering tab to create bigger pieces that are each comprised of several Voronoi chunks 3) Use render time displacement. You might have to use a noise-based normal rather than the geometric one to avoid cracking at the edges 4) If the result is really a box-like object, do your same setup in 2d on a grid then PolyExtrude 5) Fracture an expanded bounding box of the object, use Interior Detail to make the faces noisy, then use Cookie inside a ForEach SOP to Intersect each piece with your original object. Let me know if you want more detail (ha!) on any of those methods. Edited August 27, 2010 by johner Quote Link to comment Share on other sites More sharing options...
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