Control scatter points in volume Fallof

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Hi Guys,

I am trying to brake a solid concert with RBD Material Fracture in Houdini 18,
I didn´t brake to much staff, I am guessing that to do a good effect one of the secrets is have a good brakes.
For this reason I am trying to create a scatter points from an isoofset but the points are regular and I am looking to distribute this points in a curve that result in more points near to the surfaces.
Somthing like tat but in 3D, detecting the surfaces.
https://www.sidefx.com/forum/topic/67722/?page=1#post-287909 [www.sidefx.com]

Anyone have any suggestion?
Thanks

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fallof points.jpg (109.3 KB)

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Hi,

one naive approach might be using a uniformly distibuted volume scatter, set a density attribute and remove the points randomly based on this attribute.

Attachments:
scatter_volume.hipnc (91.5 KB)

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Hi nice approach Aizatulin,

I am looking for something exactly like this link below,

ODF [forums.odforce.net]

But in 3D, just points near to the surface less points where the density is high.
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I'm not sure if I understand you correctly. You want many points near the surface and less point far away?
Here is another example (just a modification of eetus example). Is there anything, which is coming close to what you want?

Attachments:
scatter_volumeA.hipnc (110.7 KB)

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Yes that's is what I was looking for!!
Thanks a lot for your help.

I am trying to introduce my self in to VEX SOP, I don't have much experience in VEX.

Thanks!
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