broomy Posted September 8, 2017 Share Posted September 8, 2017 Hi Been watching the Hive Siggraph vids specifically the procedural game level building At 40 mins 28 sec in there is a corridor that looks interesting and i can replicate a lot of it (because of the way it is described) but i cant understand how the vdb is so clean. On the left it is just possible to see a convert vdb node connected to what looks like a wrangle of some kind? Does anyone have some insight into what would be happening in this wrangle to get such clean geo? I have no idea... Thanks for any input Dave Quote Link to comment Share on other sites More sharing options...
acey195 Posted September 8, 2017 Share Posted September 8, 2017 If you make sure: -you line up the boundaries of the VDB with the world units (so you have exactly 10*10*10 voxels in 10m*10m*10m volume for instance) -Set the voxel size itself to reasonably large size, -After converting to polygon, use a fuse node in snap mode, and use snap to grid on it, using the same size (or a multiple of) as the voxels themselves. -consolidate the points and possibly clean/remove overlapping polygons. -optionally do a boolean operation to resolve self-intersections. I think that ought to work. 1 Quote Link to comment Share on other sites More sharing options...
vtrvtr Posted September 8, 2017 Share Posted September 8, 2017 Maybe something like this? box_vdb_odf.hipnc Quote Link to comment Share on other sites More sharing options...
broomy Posted September 11, 2017 Author Share Posted September 11, 2017 dam thats cool, thanks to you both for the help Quote Link to comment Share on other sites More sharing options...
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