Hello,I am new to Houdini.I am trying to fracture a high res object (sop)
But I get these results
The object is a Stanford dragon with about 5.5million triangles
Thanks for your help
I need some basic help with fracturing a high resolution obj
3586 4 1- AndyAl92
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- ragupasta
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I take it you've not used the voronoi fracture method. This looks like artifacts made by a boolean type operation (cookie). In your file, lock the file node that brings the dragon into your scene (there should be a part of the node turns red, this will keep the mesh loaded inside the scene wiuthout need to upload the geometry seperatley), and upload your file for us to look over.
- AndyAl92
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That's what I already did.
Same results.
Dynamic fracturing works without issues, but it's slow and uses too much memory.
The hip file is 50mb+ I don't know where to upload that.
the model is from here, anyone can download(Vripped reconstruction):
http://graphics.stanford.edu/data/3Dscanrep/ [graphics.stanford.edu]
Then you have to convert it with Meshlab(free):
http://meshlab.sourceforge.net/ [meshlab.sourceforge.net]
Thanks for help.
Same results.
Dynamic fracturing works without issues, but it's slow and uses too much memory.
The hip file is 50mb+ I don't know where to upload that.
the model is from here, anyone can download(Vripped reconstruction):
http://graphics.stanford.edu/data/3Dscanrep/ [graphics.stanford.edu]
Then you have to convert it with Meshlab(free):
http://meshlab.sourceforge.net/ [meshlab.sourceforge.net]
Thanks for help.
- Erik_JE
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It works fine here.
Just loaded it with File. Scaled it to be bigger and then Voronoi fracture. Fog volume and scatter to get site points.
EDIT: Make sure you scale it using a transform node and not on the geometry node. The original positions for the points in the dragon are very small and might result in floating point precision problems when doing the voronoi fracture. I atleast had lots of those problems when coding once.
Just loaded it with File. Scaled it to be bigger and then Voronoi fracture. Fog volume and scatter to get site points.
EDIT: Make sure you scale it using a transform node and not on the geometry node. The original positions for the points in the dragon are very small and might result in floating point precision problems when doing the voronoi fracture. I atleast had lots of those problems when coding once.
Drive, monkey, drive!
- johner
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