Booleans shatter problem
2443 6 1- Loic_Mattern
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Hello everyone !
I'm having some issues trying to “booleans-shatter” an unpacked terrain with several grids. ( input A : solid, input B : surface, Detriangulate : No-polygons )
The two first booleans work well but the third one gives me weird results and some warning about “nonmanifold edges in solid A”.
After some forum research I tried polydoctor, polyreduce, fuse, divide, clean, but nothing seems to work ( maybe I'm not doing it well, this is very likely… )
Does anyone of you already had this problem ?
Thank you in advance
Network View
Geo to shatter
Template of the cutting geo
Result so far
Infos :
Ubuntu 18.04.2 LTS
Houdini Apprentice Non Commercial 17.5.173
GeForce GTX 1060 Nvidia Driver 390
I'm having some issues trying to “booleans-shatter” an unpacked terrain with several grids. ( input A : solid, input B : surface, Detriangulate : No-polygons )
The two first booleans work well but the third one gives me weird results and some warning about “nonmanifold edges in solid A”.
After some forum research I tried polydoctor, polyreduce, fuse, divide, clean, but nothing seems to work ( maybe I'm not doing it well, this is very likely… )
Does anyone of you already had this problem ?
Thank you in advance
Network View
Geo to shatter
Template of the cutting geo
Result so far
Infos :
Ubuntu 18.04.2 LTS
Houdini Apprentice Non Commercial 17.5.173
GeForce GTX 1060 Nvidia Driver 390
Edited by Loic_Mattern - April 25, 2019 04:18:17
- mrCatfish
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- Midasssilver
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- BabaJ
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You probably have to make sure the normals are set ‘right’ after each loop operation before your objects get input into the boolean sop.
I see you have an attribute randomize (what attributes are you randomize? ) and also an attribute vop ( what are you doing in that vop?)…maybe in one of those two is causing a flip in normals which throws off the boolean sop operation.
Perhaps post hip and someone can help you.
I see you have an attribute randomize (what attributes are you randomize? ) and also an attribute vop ( what are you doing in that vop?)…maybe in one of those two is causing a flip in normals which throws off the boolean sop operation.
Perhaps post hip and someone can help you.
- Loic_Mattern
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Thank you for you answer BabaJ
Indeed, I randomize the normal of each point so that each grid isn't oriented the same way.
For the attribute vop I simply use a turbulent noise that I add to the Position of each point, but on the screenshot above it was disabled.
So, I should add an normal after unpacking my geo and just after my copy to point ?
BabaJ
I see you have an attribute randomize (what attributes are you randomize? ) and also an attribute vop ( what are you doing in that vop?)…maybe in one of those two is causing a flip in normals which throws off the boolean sop operation.
Indeed, I randomize the normal of each point so that each grid isn't oriented the same way.
For the attribute vop I simply use a turbulent noise that I add to the Position of each point, but on the screenshot above it was disabled.
BabaJ
You probably have to make sure the normals are set ‘right’ after each loop operation before your objects get input into the boolean sop.
So, I should add an normal after unpacking my geo and just after my copy to point ?
- Loic_Mattern
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- Loic_Mattern
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