BOON Posted September 10, 2012 Share Posted September 10, 2012 Hi, Can anyone please tell me how do I texture the inside surface if I'm doing fracture in DOPs? Quote Link to comment Share on other sites More sharing options...
3dbeing Posted September 11, 2012 Share Posted September 11, 2012 Hi, Can anyone please tell me how do I texture the inside surface if I'm doing fracture in DOPs? can't you just uv per object after the sim? Quote Link to comment Share on other sites More sharing options...
old school Posted September 11, 2012 Share Posted September 11, 2012 You have to enable the "Create Output Groups" toggle in the Groups tab on the initial Voronoi Fracture SOP. Then re-run your RBD simulation with the altered input geometry. The idea is to apply the inside shader to the "inside" group with a Material SOP. Quote Link to comment Share on other sites More sharing options...
BOON Posted September 11, 2012 Author Share Posted September 11, 2012 You have to enable the "Create Output Groups" toggle in the Groups tab on the initial Voronoi Fracture SOP. Then re-run your RBD simulation with the altered input geometry. The idea is to apply the inside shader to the "inside" group with a Material SOP. I understand, but I don't have a voronoi fracture SOP. It's all done in DOPs and I don't know how to get the "inside" group from DOPs Voronoi Configure Object. Quote Link to comment Share on other sites More sharing options...
sadhu Posted September 12, 2012 Share Posted September 12, 2012 click here This link will help you. Quote Link to comment Share on other sites More sharing options...
BOON Posted September 13, 2012 Author Share Posted September 13, 2012 click here This link will help you. That's what I'm looking for, thanks mate! Quote Link to comment Share on other sites More sharing options...
Nakrul Posted May 8, 2013 Share Posted May 8, 2013 Hi, guys! I'm trying to learn how to work with Voronoi Fracture and came across the following problem. When the materials are assigned to the "Inside groups" and "outside groups", all the sets correctly provided Maximum Fractures value = 1, if this value is set greater than 1, then reassigning materials. Primitives for those who were first hit Inside, are outside. How can I correct this situation that would primitives remained in their groups and new just added to them? Or is there another solution? Thank you for your help. fractured_torus.hip Quote Link to comment Share on other sites More sharing options...
ocalaf Posted February 24, 2020 Share Posted February 24, 2020 I have the same problem when there are multiple fractures. How the UVs should be calculated for "inside prims which become outside after the second fracture"? And once calculated, how to avoid recalculating on every frame? I attach link to a post with a flipbook with my problem, with moving UVs on each frame. BTW now I have a better setup using Inside Face UVs from SideFX Labs, I was able to UV the interior for the first fracture, the problem is just happening from the second and the next ones. Here is more related information: Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.