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Generate random, adjacent primitive groups from input Geo?


bcarmel1

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Hi all,

 

Very new to Houdini. I'd like to be able to input a given geometry and have the topology break up into "clusters" of a determinable number of polygons. I've attached an image which I hope will clarify what I mean. I can achieve this effect inside of cinema4d using the explosion FX effector but it's a tad messy without altering a lot of settings. Ideally, I'd like to end up with a digital asset that I could bring back into cinema with the Houdini Engine (but I can try and figure out that part later.) Any advice on nodes I should look into would be greatly appreciated. Thank you!

Odforcequestion.PNG

Edited by bcarmel1
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2 hours ago, bcarmel1 said:

 determinable number of polygons(...)

 

Not sure how much you love the idea of prescribing exact number of prims in custers, but besides that you usually would use ClusterPoints SOP, which does k-means clustering on geometry. After that you can separate each cluster in a number of ways (like Explode View SOP or foreach loop). 

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Thanks for the suggestion vitor, but I'm specifically trying to avoid the voronoi pattern and rather disconnect group along the original edges of the geometry (like the breaks in my originally attached image).

@symek Clusterpoints seems to be the way to go, but I'm wondering how to get it to actually 'fracture'. when I pipe into the exploded view sop I don't get a result. Thanks

 

 

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