mlmcgoogan Posted December 7, 2018 Share Posted December 7, 2018 I came across some really interesting procedural hard-surface topology here: https://www.instagram.com/mglhs_com/ He's definitely using Houdini for the workflow as seen in this post - I've been trying to figure out a workflow to generate fractures with workable topology but without success. When I try to push the boolean SOP with outputs from fracture SOPs anywhere near the kind of detail/shapes he's getting the geometry totally breaks down. It doesn't look like he's using any VDB workflow, based on the video it looks like it's purely mesh-based. Is anyone here able to get a better read on the approach he's using to get those kinds of clean fractures, gaps, and mesh separation? Quote Link to comment Share on other sites More sharing options...
WildayHeart Posted December 9, 2018 Share Posted December 9, 2018 I saw that too the other day and think it looks great! I think what Akira Saito talked about at SIGGRAPH is at least similar and maybe a conversation starter. Quote Link to comment Share on other sites More sharing options...
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