Creating Irregular Fracture Patterns
9213 11 1- oasfc
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Hi
Im still new to fracturing within Houdini but im trying to recreate a fracture pattern that have similar characteristics to this following image:
http://farm4.static.flickr.com/3264/2851018045_930653b93e.jpg [farm4.static.flickr.com]
The problem im facing so far is that the edges to my pattern pattern is very straight, dispite having more than enough points to create an irregular shape when interior details is added. any advise on how to break up the straight fracture patterns would be appricated. I have attached a file for reference. Thanks.
Im still new to fracturing within Houdini but im trying to recreate a fracture pattern that have similar characteristics to this following image:
http://farm4.static.flickr.com/3264/2851018045_930653b93e.jpg [farm4.static.flickr.com]
The problem im facing so far is that the edges to my pattern pattern is very straight, dispite having more than enough points to create an irregular shape when interior details is added. any advise on how to break up the straight fracture patterns would be appricated. I have attached a file for reference. Thanks.
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- asnowcappedromance
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- oasfc
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the main issue is that if make some sort of modification to the points before the voronoi fracture it makes no difference as the node still creates fractures with straight edges, however if i make the modifications after, the points that are meant to “stick” to each other on the surface of the fractured box come apart due to the random nature (as seen in the last image i posted, which didnt have pointjitter applied to on the y axis).
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- pclaes
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You probably want to apply a noise based on P rather than on Pt.
You can do this by turning on interior detail on your voronoi fractururd pieces (this is to make sure you have some extra points to deal with).
And then append a vopsop that adds anti-aliased noise to P.
Wire P in th pos of the ani-aliased noise, then add the output of the noise to P and wire it into the output P.
( I would recommend to simplify -> polyreduce your pieces (if you are using bullet) before simming. You can extract their transforms and apply the high res pieces for rendering afterwards.
You can do this by turning on interior detail on your voronoi fractururd pieces (this is to make sure you have some extra points to deal with).
And then append a vopsop that adds anti-aliased noise to P.
Wire P in th pos of the ani-aliased noise, then add the output of the noise to P and wire it into the output P.
( I would recommend to simplify -> polyreduce your pieces (if you are using bullet) before simming. You can extract their transforms and apply the high res pieces for rendering afterwards.
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