jamnique Posted October 5, 2016 Share Posted October 5, 2016 Hi. I'm working on a tool that allows to selection-paint fracture pieces. It works great on simple things, like spheres, planes or tori, but ... when it gets to a more complex, organic shape, like a human face, and the model has holes, things start getting hairy. The weak link is the Break SOP. Right now it seems to me it's almost unusable on anything complex. The only thing I can think of to fix it right now, is to convert the model to a flat set of patches based on UV's, do the cutting and then wrap it back to its original shape, or replace the Break SOP with something else. Any advice? Best Regards Filip 1 Quote Link to comment Share on other sites More sharing options...
jamnique Posted October 5, 2016 Author Share Posted October 5, 2016 It turns out the UV technique works very well I'd be still interested in an alternative for Break though. Quote Link to comment Share on other sites More sharing options...
jamnique Posted October 6, 2016 Author Share Posted October 6, 2016 (edited) Perhaps I should also clarify a bit. I'm trying to only get cuts on the surface, I'm not interested in creating inside surfaces. I realize this is probably something else than what break was made for. Here's a screen of the kind of geometry the tool makes. Edited October 6, 2016 by jamnique Quote Link to comment Share on other sites More sharing options...
stickman Posted October 6, 2016 Share Posted October 6, 2016 Can't help technically.... too noob. And eternally artist. But wanted to say: that tool looks very,very cool. Quote Link to comment Share on other sites More sharing options...
jamnique Posted October 7, 2016 Author Share Posted October 7, 2016 22 hours ago, stickman said: Can't help technically.... too noob. And eternally artist. But wanted to say: that tool looks very,very cool. Thanks man. I'm an artist myself, so it's all trial and error. Quote Link to comment Share on other sites More sharing options...
jamnique Posted October 7, 2016 Author Share Posted October 7, 2016 There's something I've jost noticed that's bothering me. Never noticed it before. Let's say I have an Attribute Wrangle saying: Quote Link to comment Share on other sites More sharing options...
jamnique Posted October 7, 2016 Author Share Posted October 7, 2016 (edited) There's something I've jost noticed that's bothering me. Never noticed it before. Let's say I have a sphere animated, and an Attribute Wrangle saying: v@animation = @P; Then in another wrangle below it: @P = @animation; It seems that the second Attribute Wrangle can't recognize @animation as a Vector. It only takes the first component of it and uses it to drive all three components of P. So if my original position was 5,1,0 the new position is 5,5,5. If I explicitly tell it @animation is a vector, everything's fine. @P = v@animation; Is that the way it has always worked? I thought wrangles recognized attributes created beforehand properly. Am I missing something obvious? Edited October 7, 2016 by jamnique Quote Link to comment Share on other sites More sharing options...
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