dennisvolkerts Posted June 13, 2013 Share Posted June 13, 2013 Hi... i want to use voronoi on for example a sphere...after applied the voronoi i van the round sided sphere shape to be flat. Does anyone know how to accomplice this? also... how do you groyp the boundries of a voronoi fracture in the foreach? cant figure out a way. please an example file if possible thnx alot Quote Link to comment Share on other sites More sharing options...
kleer001 Posted June 13, 2013 Share Posted June 13, 2013 (edited) Your request for flattened sphere voronoi is a little vague. Do you want the edges to be flat like you have put together flat objects around a sphere? Do you want the edges to remain pointed inwards? Can you point to reference of what you want it to look like or show pictures of your work in progress? I'm not sure about your other question. Edited June 13, 2013 by kleer001 Quote Link to comment Share on other sites More sharing options...
Korben Posted September 30, 2015 Share Posted September 30, 2015 (edited) Hello, This is an old thread but, as it seems that I am looking for the same information, let's go. My problem is : - applying worley noise on points via a VOP SOP and DisplaceAlongNormal leads to "curvy worley pattern" - I would like to flatten this "curvature" to get perfectly flatten worley pattern Hope it's clear If not, let's see the following breathtaking pic. Anyone can help, what can I do at VOP level to do that ? thanks Edited September 30, 2015 by Korben Quote Link to comment Share on other sites More sharing options...
Yader Posted September 30, 2015 Share Posted September 30, 2015 Put your resulting P into a normalize node and then into P output. Or try Ray SOP with the undeformed state of your sphere. Quote Link to comment Share on other sites More sharing options...
Korben Posted September 30, 2015 Share Posted September 30, 2015 Ok, I tried both...didn't work...or maybe I didn't manage to make it work... Anyone could take a look at that .hip please ? curveyWorleyPattern.hip Quote Link to comment Share on other sites More sharing options...
bluciensky Posted September 30, 2015 Share Posted September 30, 2015 (edited) Not sure what's the best way to achieve this using VOPSOP. However, if you want the quick result. Put down PolyreduceSOP under your pointvop, I used (Number, Keep# 55) to have the reduced sharp edge poly geo like you drew. Then use that geo to Ray on it from your original geometry. I suppose you can use the weight attrb using the value of the noise. Edited September 30, 2015 by bluciensky Quote Link to comment Share on other sites More sharing options...
Yader Posted October 1, 2015 Share Posted October 1, 2015 Sorry, I misunderstood your problem, why don't you just voronoi break a cube and select one of the resulting pieces, chamfer and subdivide it accordingly and you should get your desired shape... Quote Link to comment Share on other sites More sharing options...
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