Dougie0047
Aug. 16, 2025 08:48:29
Hi. I have the following problem:
I have x amount of primitives. Some of them, not all, I have to fracture. Then I have to recombine them with the original geometry, and when that is done I will first resample the edges, then apply some amount of distortion to this final mesh.
However - after the fracturing, the pieces/prims that are fractured have more points than the adjoining "original" primitives. So, I have to somehow "insert" or intersect those "new" points onto the adjoining primitives, before I can fuse everything together and apply distortion. If I do not do this I will end up with gaps in the final geo.
Please see the image for an illustration of the issue.
So, how can do this? If there are multiple ways, which one is the best or most effective?
I have tried to extract the points of the fractured geometry, then copy lines onto them, then using intersection analysis and intersection stitch to achieve this, but that leaves me with triangulated geometry which is undesirable. I would like to find a method that does not result in this.
Can anyone help?
Thanks,
Dag
Mike_A
Aug. 16, 2025 11:46:40
I think Boolean in 'Shatter + Both' mode will do what you want. See attached file.
Mike A
Image Not Found
Dougie0047
Aug. 17, 2025 05:31:18
@Mike_A
Thanks for your reply Mike. I've had a look at your file and used the method on my own file. In practice it works'ish... It does do the intersections for the most part. But it fails to do an intersection on every single point. There is always some few intersections that does not happen. I then tried a dirty fix which was to scale up the fractured geometry by a very small amount, which got the boolean to do the missing intersections. But, unfortunately at the expense of missing others.
Perhaps your example work better because it is very regular with square shapes? My case is slightly different as the shapes are not necessarily just squares or rectangles. For example I've used loops of the clip tool and also a voronoi fracture to achieve the original splits. No idea if this influences the result, but in the end I cannot get a completely clean result with the boolean shatter.
Unfortunately I cannot upload my file right now.
Do you, or anyone else for that matter, have an idea of how to ensure that the bool operation will do every single intersection? I've tried fiddling with the settings at no effect.
I wonder if there could be a vex solution for this?
Thanks,
Dag
gorrod
Aug. 17, 2025 07:16:42
Here's an approach getting the primuvs of the non fractured primitives for the newly created points and rebuilding the unfractured polygons with it.
I'm not sure what your exact usecase is without a basic example file, but this could be a solution for your drawing.
Dougie0047
Aug. 17, 2025 07:40:08
@gorrod - Yes! This looks exactly like a great solution for what I want.

I've looked at the file and I think this is clever. I don't have the time to test it out in detail on my own problem at the moment, but when I do I'll let you know if it works as well as in your example.
If anyone else has alternatives to this method I'm happy to hear about them too of course

Thanks,
Dag