catchyid Posted November 19, 2016 Share Posted November 19, 2016 Hi, I have a mesh that has many holes, i.e. it's not water tight, with many discontinues (it's basically a crack in a wall). When I use Voronoi fracture node, I get many "bad" faces, e.g. overlapping, non-planner with many ( >4 ) edges, non-uniform strange looking, etc. However, when I use the produced Vorornoi mesh in Rigidbody dynamics simulation, the simulation result looks good (i.e. I don't see any strange behavior). The only problem I am having here is rendering: when I render the mesh produced by Voronoi Fracture I get bad shadows/lighting due to the "bad" faces (pls, see attached). Is there a workaround to deal with this rendering problem? I think it's impossible to get better results from Voronoi fracture node as the input mesh is already "bad" (but I think somehow the simulation engine makes sense of whatever Voronoi's output?!). Thanks, wall.bgeo ode_vornoi_fracture_problem.hiplc Quote Link to comment Share on other sites More sharing options...
Atom Posted November 19, 2016 Share Posted November 19, 2016 What about trying a PolyCap right after the crack but before the fuse node? This would give you a more 'water-tight' mesh to continue down the network with. 1 Quote Link to comment Share on other sites More sharing options...
catchyid Posted November 20, 2016 Author Share Posted November 20, 2016 Thanks Atom. That almost fixed the problem (actually, it made the problem way easier to solve). I inspected the scene a little bit more and I've tried to reduce the number of points/plygons used everywhere (i.e. used polyreduce to minimize the number of generated polygons in the cutting tube, sample the wire used to create the tube at a lower frequency, remove divide node altogether from the wall,...). The end result was a simpler mesh that both cookie node and voronoi fracture were able to handle without visible problems. The challange here is that there is no a systematic way (i.e. pipeline) to do that! it's basically looking at the current state of the mesh, look at the current problems try to fix them... Alright, once more THANKS Atom Quote Link to comment Share on other sites More sharing options...
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