roberttt Posted November 10, 2018 Share Posted November 10, 2018 Hi, Do you guys know how to make this effect? I mean small pieces on the edges of fractured pieces. It is a part of keith kamholz's tutorial and i can't afford it because expensive for me. Thanks. Quote Link to comment Share on other sites More sharing options...
roberttt Posted November 16, 2018 Author Share Posted November 16, 2018 anyone can't show it with just simple box? Quote Link to comment Share on other sites More sharing options...
Noobini Posted November 16, 2018 Share Posted November 16, 2018 this is my poor man's attempt...it's just a proof of concept, is all. So you see I've defined the large chunks first, then break them up further to smaller pieces. In buffer_zone, you decide how far you want your 'rim' to be by transferring the outside border attribute of the large chunks to the smaller pieces inside. Then I simply show this with the color red. Then you do something to the 'rim' area...like throw them up like confetti or something...as said, it's a poor man's attempt, just forcing myself to have a go that's all. vu_frac_rim.hiplc Quote Link to comment Share on other sites More sharing options...
Noobini Posted November 16, 2018 Share Posted November 16, 2018 (edited) like any good cook would say.................annnnnnnnnnnnnd here's one I prepared earlier...... (the effect itself is pretty amateurish...I just wanna see sumin' happenin' that's all) vu_frac_rim2.hiplc Edited November 16, 2018 by Noobini Quote Link to comment Share on other sites More sharing options...
roberttt Posted November 17, 2018 Author Share Posted November 17, 2018 On 2018-11-16 at 12:25 AM, Noobini said: like any good cook would say.................annnnnnnnnnnnnd here's one I prepared earlier...... (the effect itself is pretty amateurish...I just wanna see sumin' happenin' that's all) vu_frac_rim2.hiplc thank you for your time Noobini. it is very helpful Quote Link to comment Share on other sites More sharing options...
Keithtron Posted December 10, 2018 Share Posted December 10, 2018 Hi roberttt! I did that specific fracture before the Houdini 16+ booleans were available, using a custom voronoi cutters technique. Basically, I used boolean-style cutter geometry to guide a voronoi fracture. 1) Scattered lots of points on the cutter geo, point-jitter them for width, and create cluster attributes on those points to create small clumps 2) Create a band of voronoi points a bit further from the cutter geometry, to define the large chunks. These points all get the same cluster value, and make sure that cluster value isn't used in the small-chunks clusters. 3) Run the fracture with clustering.... although the new H17 voronoi fracture doesn't seem to have clustering built in. So I believe you need to do the clustering post-fracture in H17, which unfortunately doesn't have an option to remove the unnecessary internal faces, so the geom can be a bit heavy with the new workflow. (Unless I'm missing something obvious!) I don't think I've used this voronoi fracture workflow at all since the H16+ booleans were released, and I've removed that technique from my CGMA destruction class. Nowadays I would handle this in one of these ways: - Running a primary boolean fracture to define the main chunks, and then running a secondary pass where I generate additional fragments on the edges of the main pieces. There are various ways to generate those secondary boolean edge cuts, and it's always a bit experimental. - Fracture everything at once into lots of small pieces, and use noise or geometry-grouping to define the larger shapes from the smaller fracture. Then once those large chunks are defined, use constraints or the name attribute or double-packing to get them to behave as individual large pieces. Hope this helps! :-) 8 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.