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Density noise with VDBs?


Pancho

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I need to create a biscuit like structure. From all I know VDBs are my friend in terms of this subject. I've seen people subtract spheres from vdbs in order to create a cheese. What I would like to do is subtract a procedural texture, like in the atribute vop to generate this procedural object. What would I need to do in order to make it work. Attribute vops on vdbs don't seem to work.

 

I'd be interested in

 

a ) change the density with the procedural texture (punch in wholes)

 

b ) displace the vdb in order to generate a different surface.

 

Thanks for any help!

 

Cheers

Tom

Edited by Pancho
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Thanks,

 

that's exactly what I've been looking for. I thought in this video sphere's were converted for a subtraction of volumes.

 

Unfortunately I'm running into a small (big ?) problem with my vdb. At a certain voxel size it stops working. Reconverting the strange vdb results in an empty file.

 

Scaling my polygon object and changing the voxel size didn't help. Is this a memory error?

 

Cheers

Tom

post-13587-0-27142200-1456854931_thumb.p

post-13587-0-78807900-1456854941_thumb.p

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As much as I like Strob's solution in general, for something like cheese, I'd rather use a scatter and copy a sphere for holes, so I can shift them away from the bottom and back... If I were to make a sponge, I'd probably go for a VOP solution using noise, for sure.

cheese.hip

Edited by Farmfield
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Ha! Found the mistake. After mirroring the object in Modo the center points weren't merged. So actually there were two single meshes. At a certain displacement level by the attribute vop there was a gap in the middle and the conversion didn't work anymore.

 

My fault!

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