Hi guys,
I'm in need of your wisdom again!
I was trying to create a Hi-res rock generator which could export a lo-res version of the geometry and its corresponding displacement map to be used in other applications.
I found very useful topics on both here and the odforce forums, for the rock I pretty much studied and followed jwoelper's approach in here http://forums.odforce.net/index.php?/topic/10798-procedural-stonesrocks/ [forums.odforce.net] and it went well.
And for the bake of the displacement maps i was trying to copy what brianBurke did on his example in here http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=102853&sid=8c710daad864bc351082b6a24b6cff39 [sidefx.com]
I managed to render out the maps but if you see the resulting displacement map you can clearly see UV edges, resulting on undesirable bumps on the rendered rock with the displacement map applied. Actually I wasn't able to test the sample file that I'm mimicking the approach from because of some errors, but i tried studying it and recreating what I thought I needed.
I am attaching a picture of my resulting displacement map, rendered rock with that map and my scene to see if someone can help me find what it is I am doing wrong.
Thanks in advance to you all! Any insights will be more than appreciated!
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Houdini Indie and Apprentice » Transfer Hi-res detail to Low-res model problem
- robonilla
- 84 posts
- Offline
Houdini Indie and Apprentice » Detailed cracks with Voronoi
- robonilla
- 84 posts
- Offline
thanks again people!
fxrod:
Thanks for the advice, that seems a great way to try it… I was just wondering how much of an automated process could you make before doing that. Thanks you.
Manuel:
Thanks again for your help. I did watch the tutorial from Digital Tutors, from there I did the example I uploaded with the displacement on rendering time. I also tried something similar to what you said, not exactly the same. Instead of doing the noise on render time like I did before, I used a vopsop to apply noise to the exterior group after the voronoi fracture, and then a raySop to return those points to their original figure. Still gets some deformations on detailed parts but it gets close. The problem is that I need heavi meshes. I uploaded a picture with that example.
Also following what you said about extruding inwards I also tried it. I broke the geometry with some breakSOP (I could have just used voronoi without the inner surfaces but I was messing with the breakSOP at the moment) but when I extrude inwards and there are small details they tend to explode backwards, so i could only extrude a tiny bit of surface. Also I was wondering how to fill the inner geometry the big chunks. I tried running a small displacement over the normals of the original geometry to make the “fill object” and voronoi it… but the results weren't good. Also.. I have to go home now so I couldn't keep on testing stuff. Will continue tomorrow.
zdimaria:
Hmmm I really have no idea what you just said, going to have to do some research on sdf's before trying anything of that sort. But thanks for the ideas, would love to see if you come up with any sample file.
I'm starting to feel I need to study some more basics before doing this stuff. But is just so freaking fun!
Thank you guys for all the support and I'll continue studying based on some of your advices.
cheers,
Rolando
fxrod:
Thanks for the advice, that seems a great way to try it… I was just wondering how much of an automated process could you make before doing that. Thanks you.
Manuel:
Thanks again for your help. I did watch the tutorial from Digital Tutors, from there I did the example I uploaded with the displacement on rendering time. I also tried something similar to what you said, not exactly the same. Instead of doing the noise on render time like I did before, I used a vopsop to apply noise to the exterior group after the voronoi fracture, and then a raySop to return those points to their original figure. Still gets some deformations on detailed parts but it gets close. The problem is that I need heavi meshes. I uploaded a picture with that example.
Also following what you said about extruding inwards I also tried it. I broke the geometry with some breakSOP (I could have just used voronoi without the inner surfaces but I was messing with the breakSOP at the moment) but when I extrude inwards and there are small details they tend to explode backwards, so i could only extrude a tiny bit of surface. Also I was wondering how to fill the inner geometry the big chunks. I tried running a small displacement over the normals of the original geometry to make the “fill object” and voronoi it… but the results weren't good. Also.. I have to go home now so I couldn't keep on testing stuff. Will continue tomorrow.
zdimaria:
Hmmm I really have no idea what you just said, going to have to do some research on sdf's before trying anything of that sort. But thanks for the ideas, would love to see if you come up with any sample file.
I'm starting to feel I need to study some more basics before doing this stuff. But is just so freaking fun!
Thank you guys for all the support and I'll continue studying based on some of your advices.
cheers,
Rolando
Houdini Indie and Apprentice » Detailed cracks with Voronoi
- robonilla
- 84 posts
- Offline
thank you for all your replies guys,
whythisname:
thanks for the advice but I actually tried that in one of the scene files I attached and as I said it is too unpredictable and cooking times for even a small sphere start incrementing a lot if you wanna get good detail.
rafaels:
Nice advice there and awesome post you shared, thank you very much. Not only for the voronoi stuff but all the stuff on that post looks amazing. I will be trying some of those techniques and see how it goes. That seems really good to break the voronoi pattern, but to get really detailed cracks I would need really detailed meshes and that would increase sim times alot wouldn't it?
Manuel:
Just yerterday I was watching your stuff on Vimeo, you have amazing stuff there! Thanks for the tip, I will look into that, but I understand how I can easily apply that to a plane for lets say a wall… but in case of a sphere or a more complicated figure how would you approach it? Im gonna think on that and see what I can come up with. Thank you
Zak:
I was also watching your home page yerterday.. amazing and inspiring work! Also thank you for the reference video, looks amazing and that's exactly what I'm aiming for, most of breakups like that one have simple blocks on sim and the details on render times. But I also have the same question as Manuel's, I find it easy to think in terms of a wall, but how to do that in a column or a statue where most faces have different direction, thus making it hard to calculate those 2 axis to apply the noise to?
I'll be trying some of the stuff you guys said and thinking on those questions, thank you for your kind answers and if anybody comes ups with a new advice it would be much appreciated. Thanks.
–
Rolando
whythisname:
thanks for the advice but I actually tried that in one of the scene files I attached and as I said it is too unpredictable and cooking times for even a small sphere start incrementing a lot if you wanna get good detail.
rafaels:
Nice advice there and awesome post you shared, thank you very much. Not only for the voronoi stuff but all the stuff on that post looks amazing. I will be trying some of those techniques and see how it goes. That seems really good to break the voronoi pattern, but to get really detailed cracks I would need really detailed meshes and that would increase sim times alot wouldn't it?
Manuel:
Just yerterday I was watching your stuff on Vimeo, you have amazing stuff there! Thanks for the tip, I will look into that, but I understand how I can easily apply that to a plane for lets say a wall… but in case of a sphere or a more complicated figure how would you approach it? Im gonna think on that and see what I can come up with. Thank you
Zak:
I was also watching your home page yerterday.. amazing and inspiring work! Also thank you for the reference video, looks amazing and that's exactly what I'm aiming for, most of breakups like that one have simple blocks on sim and the details on render times. But I also have the same question as Manuel's, I find it easy to think in terms of a wall, but how to do that in a column or a statue where most faces have different direction, thus making it hard to calculate those 2 axis to apply the noise to?
I'll be trying some of the stuff you guys said and thinking on those questions, thank you for your kind answers and if anybody comes ups with a new advice it would be much appreciated. Thanks.
–
Rolando
Houdini Indie and Apprentice » Detailed cracks with Voronoi
- robonilla
- 84 posts
- Offline
Hi, since this is my first post let me introduce myself and thank you all in advance for the great support you give in this forum,
I graduated recently and got a job at a studio in Japan, I used mainly Maya during school but here at work I got the opportunity to play a bit with Houdini and I got completely addicted. I've been doing the tutorials and reading this forum for a month or so and I love it. Probably you'll be hearing a lot more of my newbee questions from now on, and hopefully I'll be able to contribute in some way too.
Now, to my question.
How can I create detailed cracks on a voronoi cracked surface?.
I"ve been playing around with destruction and breaking stuff with Voronoi, and what I can't manage to do is to get nice jagged cracks. I have tried the next:
-Playing with the Interior Detail on the Voronoi Fracture node (or fractureParams inside the AutoDop when use Make Breakable from shelf). This daes give me good detail on the inner parts but the cracks on the surface continue to be straight since the noise is not applied there. I also tried changing the clamp noise ramp so the noise whoud reach to the surface but that ends up messing with the original shape.
-I also did the Digital Tutors tutorial on Voronoi fracturing, the last chapter shows how to set up a noise displacement on a fractured surface with VOP material so that the cracks deform in a way they coincide when the pieces are together. I thought this was exactly what I was looking for, except that in the tutorial they deform the complete shape with the noise, and I just want to apply it to the inside and the shape of the crack itself without messing with the surface shape itself.
-> From there I tried to take that example further and use the separate groups that voronoi generates (inside and outside) and apply different material to each other, one that displaces to the inner part and another one that doesn't at the exterior, but doing that was no good either, the displaced part completely renders separated from the outside one.
-As a completely different approach I tried filling up my surface (converting it to a volume so i could fill the inside also) with a lot of points using a scatter, applying Voronoi so i get a huge a mount of little pieces and using the clustering parameters to gather up chunks with nice looking cracks. This approach gives me nice looking cracks sometimes, but it has big cooking times, and the cracks are hard to predict. Also the inside becomes so chunky that it looks like a piece of Styrofoam torn apart.
I ran out of ideas and my lack of experience doesn't help much, so I would gladly appreciate if somebody could help me.
Usually when I see some shot breakdowns with destruction, on the simulation time the pieces have straight edges and the rendered images have nice jagged edges, so my guess is that the second approach of applying some kind of displacement on render time is near to the answer, but can't seem to find out how.
I am attaching the hip file with that I made following said tutorial and the third approach in case I didn't explain myself very clear. The first one has to be rendered to be able to see the displacement (…I'm sure you people know that…)
Thanks in advance, and apologies for the long post.
I graduated recently and got a job at a studio in Japan, I used mainly Maya during school but here at work I got the opportunity to play a bit with Houdini and I got completely addicted. I've been doing the tutorials and reading this forum for a month or so and I love it. Probably you'll be hearing a lot more of my newbee questions from now on, and hopefully I'll be able to contribute in some way too.
Now, to my question.
How can I create detailed cracks on a voronoi cracked surface?.
I"ve been playing around with destruction and breaking stuff with Voronoi, and what I can't manage to do is to get nice jagged cracks. I have tried the next:
-Playing with the Interior Detail on the Voronoi Fracture node (or fractureParams inside the AutoDop when use Make Breakable from shelf). This daes give me good detail on the inner parts but the cracks on the surface continue to be straight since the noise is not applied there. I also tried changing the clamp noise ramp so the noise whoud reach to the surface but that ends up messing with the original shape.
-I also did the Digital Tutors tutorial on Voronoi fracturing, the last chapter shows how to set up a noise displacement on a fractured surface with VOP material so that the cracks deform in a way they coincide when the pieces are together. I thought this was exactly what I was looking for, except that in the tutorial they deform the complete shape with the noise, and I just want to apply it to the inside and the shape of the crack itself without messing with the surface shape itself.
-> From there I tried to take that example further and use the separate groups that voronoi generates (inside and outside) and apply different material to each other, one that displaces to the inner part and another one that doesn't at the exterior, but doing that was no good either, the displaced part completely renders separated from the outside one.
-As a completely different approach I tried filling up my surface (converting it to a volume so i could fill the inside also) with a lot of points using a scatter, applying Voronoi so i get a huge a mount of little pieces and using the clustering parameters to gather up chunks with nice looking cracks. This approach gives me nice looking cracks sometimes, but it has big cooking times, and the cracks are hard to predict. Also the inside becomes so chunky that it looks like a piece of Styrofoam torn apart.
I ran out of ideas and my lack of experience doesn't help much, so I would gladly appreciate if somebody could help me.
Usually when I see some shot breakdowns with destruction, on the simulation time the pieces have straight edges and the rendered images have nice jagged edges, so my guess is that the second approach of applying some kind of displacement on render time is near to the answer, but can't seem to find out how.
I am attaching the hip file with that I made following said tutorial and the third approach in case I didn't explain myself very clear. The first one has to be rendered to be able to see the displacement (…I'm sure you people know that…)
Thanks in advance, and apologies for the long post.
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