Not quite.. here is a visual.
You can see the full model in the first image and then the ‘paneling’. Did this manually in zbrush wondering if something like this can be done procedural in Houdini
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Technical Discussion » 'Paneling' Geometry
- ikatz001
- 10 posts
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Technical Discussion » 'Paneling' Geometry
- ikatz001
- 10 posts
- Offline
Hi,
Looking for a clever idea on how to ‘panel’ any given geo into discreet units. Ill try to explain.. Basically I want to take a 3d model and divide the surface into different sections, each with a thickness. The sections would build on top or under each other and fit perfectly. There needs to be overlap between the sections / panels.
The usage of this is to be able to 3d print a model that is larger than the 3d printer build volume, but instead of simply cutting the object and having the parts show a seam, I would like for the different cuts to be more like panels that overlap..
So a way to think about it is imagine a given 3d model, and ‘patches’ adhering to the model all over it until they cover it completely. There is some overlap between the patches, and they take the exact point position of the underlying geo (so there is no loss in detail). I then take each patch and extrude it a bit to add thickness.
Is there a procedural way to do this? Obviously better if it would give me some control on the overlap of each panel, etc. Hoping that was somewhat clear.. trying to get a visual somewhere will post if I find one.
Looking for a clever idea on how to ‘panel’ any given geo into discreet units. Ill try to explain.. Basically I want to take a 3d model and divide the surface into different sections, each with a thickness. The sections would build on top or under each other and fit perfectly. There needs to be overlap between the sections / panels.
The usage of this is to be able to 3d print a model that is larger than the 3d printer build volume, but instead of simply cutting the object and having the parts show a seam, I would like for the different cuts to be more like panels that overlap..
So a way to think about it is imagine a given 3d model, and ‘patches’ adhering to the model all over it until they cover it completely. There is some overlap between the patches, and they take the exact point position of the underlying geo (so there is no loss in detail). I then take each patch and extrude it a bit to add thickness.
Is there a procedural way to do this? Obviously better if it would give me some control on the overlap of each panel, etc. Hoping that was somewhat clear.. trying to get a visual somewhere will post if I find one.
Technical Discussion » Vellum Cloth Thickness
- ikatz001
- 10 posts
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Rhartmann
Tbh Cloth isn't super thick in real life anyway so it shouldn't rly matter. You should adjust your thickness based on the resolution of the cloth. Now, If you are getting cloth that is too “bendy” you can simply just adjust the stiffness parameter on the cloth object - or even add in a bit of plasticity. This will keep your cloth less like silk and set you up for success when you are wrapping your hero geo to the sim geo. After you have “wrapped” your hero geo to the sim you can head into cleanup - If you have a proper workflow then it should be minimal
That doesn't really make sense. I should be able to make the cloth as thick as I want to. The software can't presuppose I only need thin cloth. Indeed the higher the resolution the thinner it needs to be, which doesn't sound right to me. There has to be a way to control self collision thickness.
Technical Discussion » Vellum Cloth Thickness
- ikatz001
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What do you mean ‘it just works’? Are you able to get the cloth to not touch on self collisions even if you are extruding it quite thick?
According to the master class, it is not a good idea to set the thickness larger than the point distance between points on the mesh (visualized by the spheres when you are visualizing thickness in the cloth object) but that would only allow for very thin cloths.. so not sure what the workflow here is to achieve a non intersecting thick cloth.
According to the master class, it is not a good idea to set the thickness larger than the point distance between points on the mesh (visualized by the spheres when you are visualizing thickness in the cloth object) but that would only allow for very thin cloths.. so not sure what the workflow here is to achieve a non intersecting thick cloth.
Technical Discussion » Vellum Cloth Thickness
- ikatz001
- 10 posts
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What do you mean ‘it just works’? Are you able to get the cloth to not touch on self collisions even if you are extruding it quite thick?
According to the master class, it is not a good idea to set the thickness larger than the point distance between points on the mesh (visualized by the spheres when you are visualizing thickness in the cloth object) but that would only allow for very thin cloths.. so not sure what the workflow here is to achieve a non intersecting thick cloth.
According to the master class, it is not a good idea to set the thickness larger than the point distance between points on the mesh (visualized by the spheres when you are visualizing thickness in the cloth object) but that would only allow for very thin cloths.. so not sure what the workflow here is to achieve a non intersecting thick cloth.
Technical Discussion » Vellum Cloth Thickness
- ikatz001
- 10 posts
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Hi all,
So working with vellum and need to adjust the thickness to account for the extrusion amount I apply in the post process otherwise I get serious self intersections.
The thing is, modifying the thickness parameter in the Vellum constraints only seems to affect collisions with other objects (ie. static collision objects) and not self collisions (ie. the cloth with itself) which is what I actually need as the folds and wrinkles forming in the cloth are what is intersecting when I extrude later.
Any help here will be highly appreciated, I've been searching around and racking my brain and can't seem to find where to control the cloth thickness as it relates to self intersections.
Thanks.
So working with vellum and need to adjust the thickness to account for the extrusion amount I apply in the post process otherwise I get serious self intersections.
The thing is, modifying the thickness parameter in the Vellum constraints only seems to affect collisions with other objects (ie. static collision objects) and not self collisions (ie. the cloth with itself) which is what I actually need as the folds and wrinkles forming in the cloth are what is intersecting when I extrude later.
Any help here will be highly appreciated, I've been searching around and racking my brain and can't seem to find where to control the cloth thickness as it relates to self intersections.
Thanks.
Technical Discussion » FLIP sim refraction rendering artifacts
- ikatz001
- 10 posts
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Hi all,
I'm getting strange artifacts rendering a flip simulation with the PBR shader set to glass preset.
As you can see there are lots of flickering and some features of the mesh even go in and out.
If refractions are turned off the problem disappears, however the desired look is no longer achieved. The problem is not present on other presets such as gold, etc.
Im guessing this has something to do with how the particlefluidsurface node meshed the sim, being inconsistent with the inner features or something like that.
Is this a known issue or something anyone have come across? Can you think of anything to help me resolve it?
Thanks in advance,
I'm getting strange artifacts rendering a flip simulation with the PBR shader set to glass preset.
As you can see there are lots of flickering and some features of the mesh even go in and out.
If refractions are turned off the problem disappears, however the desired look is no longer achieved. The problem is not present on other presets such as gold, etc.
Im guessing this has something to do with how the particlefluidsurface node meshed the sim, being inconsistent with the inner features or something like that.
Is this a known issue or something anyone have come across? Can you think of anything to help me resolve it?
Thanks in advance,
Technical Discussion » FLIP Waterline Trouble
- ikatz001
- 10 posts
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Hi Ryan,
I wasnt referring to the waterline not rising. I didint test that as I dont have reseeding particles on.
I am referring to the water being able to escape above the waterline, while being constrained inside the tank below the waterline.
To recreate the problem is very simple - just create a crown splash set up from the shelf, then just key the waterline going up. You will see even after the waterline has gone up the particles can still escape the tank - which shouldnt be the case.
I was told by support that they confirmed the issue, are you able to provide a solution?
I wasnt referring to the waterline not rising. I didint test that as I dont have reseeding particles on.
I am referring to the water being able to escape above the waterline, while being constrained inside the tank below the waterline.
To recreate the problem is very simple - just create a crown splash set up from the shelf, then just key the waterline going up. You will see even after the waterline has gone up the particles can still escape the tank - which shouldnt be the case.
I was told by support that they confirmed the issue, are you able to provide a solution?
Technical Discussion » FLIP Waterline Trouble
- ikatz001
- 10 posts
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Hi all,
I am using the new waterline feature in flips in H16. It is working fine at first, but I tried to key the waterline to move up during the simulation and it seems to have no effect. The particles still escape even though they are below the waterline. The simulation only respects the initial waterline level and does not move dynamically as its keyed.
Is this normal behavior? Any idea what might be causing this and how to properly move the waterline as the simulation advances?
Many Thanks.
I am using the new waterline feature in flips in H16. It is working fine at first, but I tried to key the waterline to move up during the simulation and it seems to have no effect. The particles still escape even though they are below the waterline. The simulation only respects the initial waterline level and does not move dynamically as its keyed.
Is this normal behavior? Any idea what might be causing this and how to properly move the waterline as the simulation advances?
Many Thanks.
Technical Discussion » Using Mask Input in Particle Fluid Surface
- ikatz001
- 10 posts
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Hi all,
Does anyone know how to use the mask input option to smooth a part of the mesh inside the particle fluid surface node?
I want to specify with a volume (ie. a bounding box) which part of the mesh to smooth or keep (instead of using the velocity or vorticity mask).
I created the volume to mask with (just a box turned to vdb) as a separate OBJ, I am then object merging it and connecting it to the third input of the fluid surface node, then in the filtering tab in mask input I check it and put in the name of the volume. I have tried to do several different things on the volume itself (regular VDB, Fog VFB, etc.) and nothing seems to work or make any difference. When I turn visualize mask on all it shows is nothing is applied to it (ie. all of the surface has 0 smoothing applied to it)
How do I properly use this feature and get the node to recognize the mask? Am I going about this the right way?
Many thanks,
Does anyone know how to use the mask input option to smooth a part of the mesh inside the particle fluid surface node?
I want to specify with a volume (ie. a bounding box) which part of the mesh to smooth or keep (instead of using the velocity or vorticity mask).
I created the volume to mask with (just a box turned to vdb) as a separate OBJ, I am then object merging it and connecting it to the third input of the fluid surface node, then in the filtering tab in mask input I check it and put in the name of the volume. I have tried to do several different things on the volume itself (regular VDB, Fog VFB, etc.) and nothing seems to work or make any difference. When I turn visualize mask on all it shows is nothing is applied to it (ie. all of the surface has 0 smoothing applied to it)
How do I properly use this feature and get the node to recognize the mask? Am I going about this the right way?
Many thanks,
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