Doum Posted February 6, 2013 Share Posted February 6, 2013 hey guys, I have a basic sphere fractured with voronoid and we can see the area where the geo have been fractured. Is there a way to make the surface smooth after the voronoid fracture?? Quote Link to comment Share on other sites More sharing options...
acey195 Posted February 6, 2013 Share Posted February 6, 2013 if it is a sphere you can create a point group of the outer points and put those in a vopsop, what you can do is take the point position, normalize those and use them as the point normals. NormalizeSphere.hipnc Quote Link to comment Share on other sites More sharing options...
Doum Posted February 6, 2013 Author Share Posted February 6, 2013 Thanks for the help acey195, And what the node to get the closest location of another object (let say the sphere before fracturing) in vop to get the normal or the point position. So I can transfer them to the point fractured... Quote Link to comment Share on other sites More sharing options...
acey195 Posted February 6, 2013 Share Posted February 6, 2013 you can try to use attrib transfer, vopsops only work correctly (most times) when the amount of points on multiple inputs is the same and have the same order (sorting). "attrib transfer" may give other artifacts though, depending on the relative positions of both inputs. If the point positions are exactly the same it probably works correctly, but you do not have points at the fractures on the original mesh, so that may or may not solve your problem. Quote Link to comment Share on other sites More sharing options...
Doum Posted February 6, 2013 Author Share Posted February 6, 2013 thanks I'll try Quote Link to comment Share on other sites More sharing options...
edward Posted February 7, 2013 Share Posted February 7, 2013 Don't know if this will help, but also try appending a Vertex SOP and then "Keep Normal" to "Cusp Normal". 1 Quote Link to comment Share on other sites More sharing options...
Akabane Posted February 12, 2013 Share Posted February 12, 2013 After all the useful advices given in this topic by other users I'll be the newb and suggest stupid things (probably you needed this for different effects/looks): if you are in need of this to be used in a simulation (like the sphere breaking at some point) can't you do it the old fashioned way? Switch the clean mesh with the fractured one at the frame of impact? It'll stay clean and nice (because it will be the original one) until you need to break it. If it's for some slowmo kind of fracture (so the switch would be more apparent because the sphere would stay intact for more frames after switching to the broken one), you could also try to "blend" between the two using cookie (if the mesh isn't complex) or volume mixing (if you have more complex meshes...and more time ) Quote Link to comment Share on other sites More sharing options...
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