Izat Posted February 17, 2016 Share Posted February 17, 2016 You guys are rocking! Hey, Vladimir. I've missed this topic. So many monthes are gone, but I'll try to open your file and learn it any way very soon. Thank you. Your labirynth looks great: http://forums.odforce.net/topic/22282-labyrinth/#entry132644 Month ago I've done some different approach, which I've updated here: http://forums.odforce.net/topic/23931-how-you-would-model-a-stone-wall/#entry140562 Hey, Lorne, some gorgeous structure. You could actually crush it with something. And thanks for the explanation. Quote Link to comment Share on other sites More sharing options...
Popular Post trandzik Posted January 4, 2017 Popular Post Share Posted January 4, 2017 Hello everybody, I want to share with you small tool I created recently using VEX. I wanted to create wall made of non-uniform stones (with different widths and also heights). Solutions I found here are really great but I thought I might push it a bit further. I figured out algorithm that can produce such pattern. It can be customized to fit desired look. Besides it runs pretty fast compared to voronoi approach Attached test renders were done using Techie's amazing rock generator that can be found here: http://www.orbolt.com/asset/Techie::rock_generator::1.0 Have a nice day Peter pt_stone_pattern.hdalc 12 Quote Link to comment Share on other sites More sharing options...
f1480187 Posted January 5, 2017 Share Posted January 5, 2017 @trandzik, that's quite brilliant stuff. Quote Link to comment Share on other sites More sharing options...
trandzik Posted January 5, 2017 Share Posted January 5, 2017 5 minutes ago, f1480187 said: @trandzik, that's quite brilliant stuff. Thank you very much, I am glad you like it. Quote Link to comment Share on other sites More sharing options...
stickman Posted January 5, 2017 Share Posted January 5, 2017 (edited) Fantastic stuff, trandzik!I have some questions about hda creation... how can you change the default range of Height and Width Num? Or rather... why are the range values under "edit parameter interface" greyed out? Solved... (sorry noob)... these ranges work in the sub-schematic source. I was trying to edit them up top. My bad. Edited January 5, 2017 by stickman solved! Quote Link to comment Share on other sites More sharing options...
trandzik Posted January 5, 2017 Share Posted January 5, 2017 1 hour ago, stickman said: Fantastic stuff, trandzik!I have some questions about hda creation... how can you change the default range of Height and Width Num? Or rather... why are the range values under "edit parameter interface" greyed out? Solved... (sorry noob)... these ranges work in the sub-schematic source. I was trying to edit them up top. My bad. Thanks stickman. Yes you are right, I guess you need to change range also on attribute wrangle node that is inside hda. Quote Link to comment Share on other sites More sharing options...
stickman Posted January 5, 2017 Share Posted January 5, 2017 Just playing around with beveling and remeshing. Stumbling over making a boolean of the forms for the mortar... as an option for destructable wall. I'm to noob to be doing things right, but if you want me to share, lemme know. This is very cool stuff! Quote Link to comment Share on other sites More sharing options...
Techie Posted January 9, 2017 Share Posted January 9, 2017 Very cool trandzik! Quote Link to comment Share on other sites More sharing options...
borbs727 Posted November 16, 2018 Share Posted November 16, 2018 Did the voronoi SOP lose the cluster functionality in H17? Following this tinytuts example on voronoi fractures isn't possible with H17's current voronoi SOP. I found an orbolt asset that has some of the functionality of the old voronoi SOP, but it's not totally compatible in H17. Any ideas? Quote Link to comment Share on other sites More sharing options...
benne5 Posted November 16, 2018 Share Posted November 16, 2018 The cluster functionality is on its own node in H17. I don't have H17 in front of me right now. But a quick search in the help docs should locate it. Quote Link to comment Share on other sites More sharing options...
mestela Posted November 17, 2018 Share Posted November 17, 2018 Hey, was playing with this the other day, and like you found the old trick broke in h17. I did a quick workaround for the problem, but your post reminded me to have a closer look. As always, there's probably a neater way, but this seems to work pretty well and is relatively speedy. The idea is to use a cluster points sop as before, and in the new voronoi fracture make sure it transfers @cluster to the prims. You can then do a for loop over the prims, using @cluster as the name, and do whatever you wanna do. In my case I just run a fuse, and with the planar case also remove interior faces and excess inline points. Afterwards you can run a polyextrude or whatever, it should behave as expected. voronoi_cluster_h17.hip 3 Quote Link to comment Share on other sites More sharing options...
borbs727 Posted November 17, 2018 Share Posted November 17, 2018 @mestela Exactly what I was looking for. Thanks for the hip as well! Quote Link to comment Share on other sites More sharing options...
MADjestic Posted July 4, 2022 Share Posted July 4, 2022 Hey guys I've updated the original breakup example with h19 version. voronoi_test.7z.txt 3 Quote Link to comment Share on other sites More sharing options...
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