Controlling voronoi fracture shapes

   3962   2   0
User Avatar
Member
1 posts
Joined: May 2018
Offline
Hey guys!
So this is my first post on here and I've been messing around with Houdini for a little while now.
Now, I have been working on a little project of mine including making different shapes of rocks and I had the idea because of this video right here:
Video about rocks [vimeo.com]

Buuut I've come across a little bit of a roadblock here since I don't quite know how exactly to do something specific here, which is making a voronoi fracture that has about the same shape as seen in this picture right here:

Now, what I'm wondering is how exactly to control a voronoi fracture in a way to get a shape somehow similar to how it looks on the second picture from the left.
I'm asking this because whatever I do, the voronoi fracture that I get always looks way too..uniform.
Is there a way to get the points into a position that makes something like the picture possible? How would I go about that?

Attachments:
Saber.JPG (99.0 KB)

User Avatar
Member
2658 posts
Joined: June 2008
Offline
Some times I'll split the initial point count between two nodes. Instead of just using a scatter, I 'll lower the scatter count and follow it up with a pointreplicate with a low replicate count. Drop the replicate size down as well. Then you end up with more clusters around your initial scatter points.

For more of a wooden splinter look try scale exaggeration along the grain axis.
http://forums.odforce.net/topic/24744-fracturing-wood-panels-work-flow/#entry144941 [forums.odforce.net]
Using Houdini Indie 20.5
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
User Avatar
Member
8184 posts
Joined: Sept. 2011
Offline
The old transform/invert transform trick?
  • Quick Links