VDB remove interior

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because of the way I'm combining VDB volumes, on conversion I'm getting a lot of polygons on the inside of the mesh, I'm sure there's a way to remove interior voxel data based on a threshold, I'm just not sure exactly how to go about it, tips?
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are u converting it to polygons?

there's tool in the gamedev toolset called delete small parts
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I actually figured out a brute force method: Convert to poly, convert back to VDB and then convert to poly once again. Interior prims are culled because the VDB conversion only looks at airtight geometry, at least that's what I think is going on. Either way, it works like a charm.
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If your polygons are floating on the inside of the mesh and not connected to the outer shell another thing you can try is to convert VDB to polygons just once then plug that into the first input of a boolean sop. Leave the second input of the boolean empty. If the polys are floating on the inside that should remove them and leave just the outer mesh. Saw that on a tutorial somewhere, you can throw down test geometry rubber toy then plug it into the first input of a boolean and see what it does to the inside of the mesh.
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Great tip, that seems to do the trick
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you can also just delete all pieces with negative volume (Measure SOP per connected piece), which are usually all inside pieces since they have inverted normals
Tomas Slancik
FX Supervisor
Method Studios, NY
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doing a vdb resample(voxel size only(refer from the after vdb conversion value) or voxel scale at 1) is removing inside vdbs after the vdb from particles, super fast,
make sure rebuild SDF is checked on
Edited by Sweetener - Nov. 28, 2021 01:33:00
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