How would you do this...
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- Anti-Distinctlyminty
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- robonilla
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This is pretty interesting
Here is my attempt, I came up with it after seeing owlYzarc use of voronoi, But in my case I got rid of the forEach loops.
It can be use with eetu's way of ray-smooth at the end, or with vdb-fracture… in my case I prefer how the vdb one looks
and it also solves the problem with eetu's for non planar cases.
check it out
Here is my attempt, I came up with it after seeing owlYzarc use of voronoi, But in my case I got rid of the forEach loops.
It can be use with eetu's way of ray-smooth at the end, or with vdb-fracture… in my case I prefer how the vdb one looks
and it also solves the problem with eetu's for non planar cases.
check it out

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- eetu
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- Platon
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- eetu
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Here's yet another idea, needs further development, though.
I'm just raying points inward and checking if it hits other geometry (means an intersection). The problem is getting the proper direction to shoot the rays, it should be normal to the plane separating the two spheres. Now i'm just running a helper raycast, importing the normal direction of anything it hit, and using that to do the real raycast from the original surface. It's wrong, but closer than just raying along negative normal..
I'm just raying points inward and checking if it hits other geometry (means an intersection). The problem is getting the proper direction to shoot the rays, it should be normal to the plane separating the two spheres. Now i'm just running a helper raycast, importing the normal direction of anything it hit, and using that to do the real raycast from the original surface. It's wrong, but closer than just raying along negative normal..
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- eetu
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eetu
The problem is getting the proper direction to shoot the rays, it should be normal to the plane separating the two spheres.
I think it would work like the attached. Can't test it right at the moment, but it should..

edit: Oh, and if the spheres are of different sizes, then just multiply the normal vectors by that value when finding the origins..
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- eetu
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- Anti-Distinctlyminty
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- eetu
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Anti-Distinctlyminty
Doesn't the fuse1 node take care of that?
Well, yea, but that's side-stepping the issue. If you have animated points, you can't just delete particles when they are close to each other. Then again you wanted to have the cells try and keep each other at a distance, so maybe that'd be enough.
I haven't tried, but I suspect there might be some popping with the dual/voronoi method, however elegant that seems on first look. I would still bet that the foreach-methods earlier on this thread are the ones that will be the most reliable in the end..
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- Anti-Distinctlyminty
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- Anti-Distinctlyminty
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How about using a particle sim to keep the points a certain distance from each other?
That combined with the stuff from the other thread
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31451 [sidefx.com]
about confining particles to an arbitrary surface and that should work. Maybe?
That combined with the stuff from the other thread
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31451 [sidefx.com]
about confining particles to an arbitrary surface and that should work. Maybe?
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- Anti-Distinctlyminty
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Just been fiddling around with this - just trying to learn the current best method for getting cells before I can progress to the actual cell division.
Results are ok-ish, but there's something weird going on with the voronoi fracture that are causing gaps to appear in my layer of cells.
Any thoughts?
Edit: Just having a look at eetu's solution posted above. Seems a lot better than what I have
Figuring this stuff out using a tiny netbook is kinda difficult .
Results are ok-ish, but there's something weird going on with the voronoi fracture that are causing gaps to appear in my layer of cells.
Any thoughts?
Edit: Just having a look at eetu's solution posted above. Seems a lot better than what I have

Edited by - May 16, 2014 09:28:54
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- Platon
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- Anti-Distinctlyminty
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- Anti-Distinctlyminty
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- Anti-Distinctlyminty
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eetu,
The results with the 2-stup ray casting were a bit off sometime, but I had another idea, but my lack of experience with Houdini is holding me back.
To find the correct direction to ray cast the geometry, can we somehow use the vector gradient of an SDF volume? That should always point in the correct direction I think.
The results with the 2-stup ray casting were a bit off sometime, but I had another idea, but my lack of experience with Houdini is holding me back.
To find the correct direction to ray cast the geometry, can we somehow use the vector gradient of an SDF volume? That should always point in the correct direction I think.
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- eetu
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Anti-Distinctlyminty
eetu,
The results with the 2-stup ray casting were a bit off sometime, but I had another idea, but my lack of experience with Houdini is holding me back.
To find the correct direction to ray cast the geometry, can we somehow use the vector gradient of an SDF volume? That should always point in the correct direction I think.
Yep, that is a very common technique, see attached. Ray SOP with Minimum mode should yield a similar result.
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