ParticleSkull Posted January 26, 2017 Share Posted January 26, 2017 (edited) Hey guys, I'm trying to add detail to some ripped paper mesh. This is the kind of detail i'm trying to achieve: I almost achieved it using this workflow:EDIT: THIS WORKFLOW DOESN'T WORK AT ALL (it sucks btw )1 - Give the paper (grid) a little thickness using a PolyExtrude 2 - Get the PolyExtrude's Side Group and apply a new PolyExtrude on it 3 - Get the new PolyExtrude's Front Group and add displacement on it (usign attribute vop) This would totally work if the paper kept it's thickness. Here's what I need: http://imgur.com/kbonbMT and here's what happens:http://imgur.com/grzS4FTI'd really apreciate if you guys have a better idea on how to proceed, even with a totally different workflow File is attached in case someone would like to have a look Thank you, Alvaro paper boards v1a.rar Edited January 26, 2017 by ParticleSkull old idea doesn't work at all. Don't want to confuse people who read the 1st post. Quote Link to comment Share on other sites More sharing options...
davpe Posted January 26, 2017 Share Posted January 26, 2017 (edited) hi, you just have to limit your displacement to X and Z axis (make 3d noise > convert vector to float > convert float to vector > leave Y component disconnected > add the result to P) and you're done. Edited January 26, 2017 by davpe 1 Quote Link to comment Share on other sites More sharing options...
Atom Posted January 26, 2017 Share Posted January 26, 2017 Here is my attempt at implementing David's suggestions. ap_paper boards v1a.hipnc 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted January 26, 2017 Author Share Posted January 26, 2017 (edited) Thank's guys, unfortunatelly I've just realised this workflow doesn't work on my real scene. Check it out: This hole is generated on a simulation. I have another idea on how to extrude the borders (it's on the file) but have no idea on how to add a noise displacement to it.. I'm totally running out of ideas now Rip Paper FEM 1bb.rar Edited January 26, 2017 by ParticleSkull 1 Quote Link to comment Share on other sites More sharing options...
davpe Posted January 26, 2017 Share Posted January 26, 2017 (edited) well I think this shouldn't be much more complicated. instead of filtering by world axis you have to filter by primitive normals and multiply Y by zero. (at least I think it should work this way btw. if you do this before extrusion you'll make your life easier Edited January 26, 2017 by davpe 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted January 26, 2017 Author Share Posted January 26, 2017 Thx again @davpe, but how can I filter by primitive normal? Quote Link to comment Share on other sites More sharing options...
davpe Posted January 26, 2017 Share Posted January 26, 2017 I'll try to make an example when I have some time later. I'm not able to be more specific without actually trying it bcs it always turns out that in reality things are never that easy but basically what I would try to do is to take a local @N of primitives and then limit the displacement to the directions that are not @N (with use of a Dot product). Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted January 26, 2017 Author Share Posted January 26, 2017 Thank you very much David, I really apreciate your help. I understand what you said but my lack of knowledge sucks, I'm still trying it though Quote Link to comment Share on other sites More sharing options...
davpe Posted January 29, 2017 Share Posted January 29, 2017 (edited) hi, I made the example. the file is attached. It does the job but the math is a bit quirky (frankly, I'm quite surprised it actually works ). I'd love to see a cleaner solution if anybody happen to come up with one. cheers, D. torn_edges_example.hipnc Edited January 29, 2017 by davpe 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted January 29, 2017 Author Share Posted January 29, 2017 YEAH That's awesome, thank's David. I'll dissect it now Quote Link to comment Share on other sites More sharing options...
davpe Posted January 30, 2017 Share Posted January 30, 2017 (edited) hey, I played with this little bit more today. It's actually quite useful This is cleaner solution and gives nicer result. Still I believe it could be implemented much better though file attached. torn_edges_better.hiplc Edited January 30, 2017 by davpe 4 Quote Link to comment Share on other sites More sharing options...
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