b16tran Posted November 25, 2015 Share Posted November 25, 2015 (edited) Hi, I've been trying to figure out a way to get patterns that look like these for a shader. Anyone have any tips or have achieved this before? Or if you have a way to do it in geometry, that will work too. Thanks Edited November 25, 2015 by b16tran Quote Link to comment Share on other sites More sharing options...
mestela Posted November 27, 2015 Share Posted November 27, 2015 feed a voronoi fracture evenly spaced points from a scatter, you'll get regular voronoi cells. drive the scatter with anything (a map, a paint sop, a procedural), you'll get the density variation you see in those images. voronoi_varying_density.hipnc Quote Link to comment Share on other sites More sharing options...
amm Posted November 27, 2015 Share Posted November 27, 2015 Usual trick to get it directly in VOP, could be something like pic. Worley gives four points, I think (not completely sure) some fitting across these four is enough to get the all well known appearances. Quote Link to comment Share on other sites More sharing options...
amm Posted November 27, 2015 Share Posted November 27, 2015 Usual trick to get it directly in VOP, could be something like pic. Worley gives four points, I think (not completely sure) some fitting across these four is enough to get the all well known appearances. Quote Link to comment Share on other sites More sharing options...
b16tran Posted November 27, 2015 Author Share Posted November 27, 2015 feed a voronoi fracture evenly spaced points from a scatter, you'll get regular voronoi cells. drive the scatter with anything (a map, a paint sop, a procedural), you'll get the density variation you see in those images. voronoi_varying_density.hipnc I managed to get to where you got through geometry. Where I got stuck from this point is how to get the inner "cracks" as the main geometry. I could do a fuse and then polywire, but then end up with the original inside faces as well. So I needed to figure out a way to remove those. You solved it by plugging in a new grid with no divisions. I want to apply it to a 3D mesh, so it won't work in that case. Quote Link to comment Share on other sites More sharing options...
mestela Posted November 28, 2015 Share Posted November 28, 2015 (edited) Ah right, I see your problem. A divide sop with 'remove shared edges' enabled will remove the inner edges, you can then use an ends sop to open the polys leaving just the edges, then set @width to tell mantra to render the open edges as curves. This render also has a copy of the pig that has been peaked slightly below the surface as a holdout. voronoi_varying_density_pig.hipnc Edited November 28, 2015 by mestela 1 Quote Link to comment Share on other sites More sharing options...
b16tran Posted November 29, 2015 Author Share Posted November 29, 2015 Perfect! Thank you. Quote Link to comment Share on other sites More sharing options...
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