Pancho Posted October 1, 2015 Share Posted October 1, 2015 Well, so far I came up with nice results with Voronoi mixed with VDB fracturing. First let Houdini's voronoi fracturing do the dirty work and then use vdbs to alter the results. So I can "erode" edges in quite a nice way. Downside: I generate quite a lot of extra polygons by using vdbs which need to meshed again. And this method "kills" the clean edges of the single fractured pieces. You'll end up with visible seams in the "unbroken" state of your mesh. So, I thought about using voronoi fracturing twice, but got stuck in how to approach it. I want to generate smaller fractured geometry along the hard (angle) edges of the initially fractured pieces. Usually if something cracks, you'll end up with debris along the edges of the greater pieces. Since digging into the voronoi compound is quite frustrating: How would I do that? Is voronoi the correct approach? Can I tell the voronoi compound that fracturing-points with a certain attribute are supposed to be treated as one piece? Let's say points with a certain distance to the center of the object to be fractured shall be one big piece, so that the voronoi compound doesn't generate inside polygons and fuses these points to one big piece? You would just end up with extra pieces in the outer regions. I guess with a weight map one could generate points at the edges for fracturing. I just know that using the regular voronoi approach won't deliver visually what I'm after. Is the anybody who could point me in the right direction? I already set attributes to the fracturing point, transfered these attributes to the pieces and fused these pieces. But the geometry inside/inbetween remains. Also the fractured pieces don't match very precise. Before I waste a lot of time running in the wrong direction, how could I do this properly? Thanks for any tips and hints! Tom Quote Link to comment Share on other sites More sharing options...
Pancho Posted October 2, 2015 Author Share Posted October 2, 2015 (edited) 1. Stage (raw mesh) Edited October 2, 2015 by Pancho Quote Link to comment Share on other sites More sharing options...
Pancho Posted October 2, 2015 Author Share Posted October 2, 2015 2. Stage (Voronoi fracturing) Quote Link to comment Share on other sites More sharing options...
Pancho Posted October 2, 2015 Author Share Posted October 2, 2015 3. Stage (Cookie operation) Quote Link to comment Share on other sites More sharing options...
Pancho Posted October 2, 2015 Author Share Posted October 2, 2015 For some stuff my method works quite nicely. But it looks more like eroded edges, not broken ones. Can't one influence the voronoi compound in such a way that some fracturing points don't generate separate pieces, but just one? Point with a certain attribute value, like a boolean one? Then it would be simple to place points on the edges for single pieces, if a lot of other fracturing points maintain the main shape of the mesh piece. P.S.: Somehow in the RBD sim, the final mesh seems to be there twice. ONe geo lying on top of the other. No idea where this is coming from. The voronoi mesh behaves correctly. Quote Link to comment Share on other sites More sharing options...
Izat Posted October 25, 2015 Share Posted October 25, 2015 Hey, Pancho! Great edge details! Couldn't you share a hip file?! Quote Link to comment Share on other sites More sharing options...
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