Wooshum Posted April 25, 2012 Share Posted April 25, 2012 Hi All, Could anyone recommend a workflow to define/create hollow cavities within a object with the aim of fracturing? For instance I have a low poly skull geometry object and only want to have the brain cavity space as the hollow part (The rest as solid) Cheers. Quote Link to comment Share on other sites More sharing options...
Netvudu Posted April 25, 2012 Share Posted April 25, 2012 (edited) I suppose you are asking this because you want to avoid using booleans. In that case, I´m afraid you will have to dive into the Voronoi Fracture tool, and make some clever use of the Volume Mix SOP to subtract the brain area from the final volume used for the fragments. EDIT: after looking inside the Voronoi Fracture tool...it looks like it ain´t gonna be that simple. Edited April 25, 2012 by Netvudu Quote Link to comment Share on other sites More sharing options...
anim Posted April 25, 2012 Share Posted April 25, 2012 if it's completely hollow interrior like bubble defining the brain area inside of the skull object just model it (deformed sphere or anything), reverse normals and merge it with your skull because of the normals pointing inside it will define interrior empty space of the skull, just make sure it's not intersecting original skull anywhere then you can fracture this merged object with voronoi for example and it will have hollow inside where you defined it 1 Quote Link to comment Share on other sites More sharing options...
Wooshum Posted April 26, 2012 Author Share Posted April 26, 2012 (edited) Thank you kindly. Just did a super quick test as a breakable object off the shelf, see image: Edited April 26, 2012 by Wooshum Quote Link to comment Share on other sites More sharing options...
Netvudu Posted April 26, 2012 Share Posted April 26, 2012 whoa, that was simple, Tomas! Like a million times simpler than what I was trying. Quote Link to comment Share on other sites More sharing options...
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