reelinspirations Posted March 17, 2016 Share Posted March 17, 2016 (edited) Hi, I've been playing around with fracturing small 1-10 unit pieces of geometry and decided to try to do something 'to scale.' I created a box that was 100 x 100 x 1 units and attempted to fracture that, but wow, it takes FOREVER just to do the Voronoi fracture. Maybe it was because I was using 1000 axis divisions. What kind of workflow should I use to do testing and then be able to set up a realistic simulation to scale? I'm assuming there is a solution as it's very time consuming to sit and wait and make a change and wait. How is this done properly so you end up with good results? Thanks, Jim Edited March 17, 2016 by reelinspirations Quote Link to comment Share on other sites More sharing options...
Skybar Posted March 17, 2016 Share Posted March 17, 2016 Well yes, 1000x1000x1000 is one billion polygons that you are trying to fracture. That will take time. One houdini unit is equal to one meter. Keep that in mind and you'll have a good start. Quote Link to comment Share on other sites More sharing options...
davpe Posted March 17, 2016 Share Posted March 17, 2016 just out of curiosity, why do you have 1000 axis subdivs on a box? Quote Link to comment Share on other sites More sharing options...
reelinspirations Posted March 17, 2016 Author Share Posted March 17, 2016 I originally thought I had to have a lot of points on the box as I was putting a point and then a paint node to 'scatter' some points where I wanted them. I eventually figured out that I could use a normal box without a lot of axis subdivs to fracture and another box to paint to create my points. Maybe there is a better way that I don't know about. Quote Link to comment Share on other sites More sharing options...
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