amination Posted January 25, 2013 Share Posted January 25, 2013 Hello, I've recently faced an issue with Voronoi Fracture where after the object been fractured its pieces don't break the object in depth (without thick inside surface), there is of course inside surface but really thin, and also to include some pieces' normals have reveresed after being fractured too. I've checked points, primitives, normals, position, and almost everyhing of model before being fractured, but nothing has slightly changed the pieces. I've attached the images of the model fractured with and without Visualize Pieces and exploded view as well. I'd highly appreciate your comments and suggestion in an advance. Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted January 25, 2013 Share Posted January 25, 2013 Transform it -> Fracture it -> Transform it back Or post hip file so people can have a look Quote Link to comment Share on other sites More sharing options...
woodenduck Posted January 25, 2013 Share Posted January 25, 2013 I'm not entirely sure what you mean. Is this what you're after? voronois.hip Quote Link to comment Share on other sites More sharing options...
gui Posted January 25, 2013 Share Posted January 25, 2013 I think what he said is to fracture a thicker version of your geometry and then compress it back. voronois.hip Quote Link to comment Share on other sites More sharing options...
amination Posted January 25, 2013 Author Share Posted January 25, 2013 My apologies for not being more clear. The transform and retransforming didn't change much in fractured pieces, so here I've uploaded the hip file and the link below get you the bgeo file. Link: http://dynamiac.com/downloadable/temple_ceiling.bgeo And yes, I am looking for those pieces as you fractured the box but I'm not using a box, it's an imported model, which I believe the issue is within the model that I can't point out fracture.hipnc Quote Link to comment Share on other sites More sharing options...
gui Posted January 25, 2013 Share Posted January 25, 2013 now I see what you want. The problem is that the geometry is problematic. The pillars are not connected to the wall behind them. I made it visible in the file. fracture.hipnc Quote Link to comment Share on other sites More sharing options...
amination Posted January 25, 2013 Author Share Posted January 25, 2013 (edited) Yes, the connection between moldings and walls helped to get rid of the noises on pieces' primitives after Voronoi Fracture SOP, but there is still something puzzles me is in Voronoi Fracture the "Create Inside Surface" is checked and it still creates layered pieces as if that option is unchecked, and even I stitch the primitives together it still gives pieces with no inside surface. Edited January 25, 2013 by amination Quote Link to comment Share on other sites More sharing options...
Erik_JE Posted January 26, 2013 Share Posted January 26, 2013 It is as simple as get better geometry. Polygon cutting and closing of objects that are not manifold everywhere is really hard. Quote Link to comment Share on other sites More sharing options...
amination Posted January 27, 2013 Author Share Posted January 27, 2013 I couldn't agree more, but I thought it would be a good practice to collapse a messed up model like this. I've managed to fixed most parts of it, except the ceiling, which I can't find out where the problem is. Hopefully, as soon as the geometry can be fixed I will post the final look of it here But then again thank you to all of you for your comments and suggestions. Quote Link to comment Share on other sites More sharing options...
Netvudu Posted January 28, 2013 Share Posted January 28, 2013 So many times it´s the cheap stock or library model´s fault! I recently used a model for a melting effect and I had to almost remodel the whole darn thing because the stock one was creating a hell of a volume with so many gaps or duplicated geometry or whatnot. Quote Link to comment Share on other sites More sharing options...
amination Posted January 30, 2013 Author Share Posted January 30, 2013 (edited) Well, I wasn't able to fix that issue procedurally, so I guess I might have to remodel the whole geometry. Edited January 30, 2013 by amination Quote Link to comment Share on other sites More sharing options...
nFrame Posted March 1, 2013 Share Posted March 1, 2013 I think preparing a model to support voronoi/rbd sims is the hardest/most time consuming part. fracturing, setting up glue networks/clusters, and simming is the easy part. I generally will try to fix a model in XSI, then bring it back into houdini. It's much easier to fix non manifold geometry outside of houdini - at least for me ") Best! Quote Link to comment Share on other sites More sharing options...
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