[SOLVED]Voronoi Fracture causing discoloration and unwanted shadows

   4158   2   1
User Avatar
Member
24 posts
Joined: July 2017
Offline
Hello!
Relatively new to Houdini and have encountered an issue that I've not been able to google forth an answer too.

I'm experiencing some discoloration of geometry and strange/unwanted shadows after fracturing a pillar.
The shadows and weird looking normals seem to come from the voronoi nodes themselves when they try to create the inside geometry for the fragmented prices, the discoloration I am still unsure of there comes from, it only appears after the first voronoi node but I can't see any function that would cause this.

I've included a render frame displaying the issue in a rendered context as well as an image overview of my node tree.

Thank you for your time!



https://www.dropbox.com/s/wv2r9wbxurqlute/Issues_Marked.png?dl=0 [www.dropbox.com]

https://www.dropbox.com/s/ue4ni60hi23gllp/Issue_Nodetree.png?dl=0 [www.dropbox.com]



Edited by underscoreus - Oct. 21, 2017 19:15:44

Attachments:
Issues_Marked.png (922.8 KB)
Issue_Nodetree.png (74.9 KB)

User Avatar
Member
146 posts
Joined: Sept. 2011
Offline
Ahh, that old chestnut. I'd love a definitive answer, but I suspect each situation is different.

Looks like you may have two issues, normals incorrect (causing the weird shading in the lower parts of the pillar - the renderer is trying to smooth over the edge of the fracture), and missing faces or similar causing the upper cracks.

Fixing the normals - drop a Normal SOP or (failing that) a Facet SOP in after the for_each loop. The Facet SOP has a Cusping angle option somewhere in there that lets you choose what angle faces need to be at for their edge to be considered a crease.

Fixing the missing chunks - could be down to the topology of the pillar (can't tell from here); you may be able to just tit about with the Scatter SOPs' seed values to try a different arrangement of points for the Voronoi to work with. May need to divide up the pillar a bit more first.

I'd love someone a bit more experienced to chip in - this is not uncommon with bools and fractures, and most of the time I just play around with things until they look fixed, but it'd be nice to have a simple checklist to go through
User Avatar
Member
24 posts
Joined: July 2017
Offline
howiem
Ahh, that old chestnut. I'd love a definitive answer, but I suspect each situation is different.

Looks like you may have two issues, normals incorrect (causing the weird shading in the lower parts of the pillar - the renderer is trying to smooth over the edge of the fracture), and missing faces or similar causing the upper cracks.

Fixing the normals - drop a Normal SOP or (failing that) a Facet SOP in after the for_each loop. The Facet SOP has a Cusping angle option somewhere in there that lets you choose what angle faces need to be at for their edge to be considered a crease.

Fixing the missing chunks - could be down to the topology of the pillar (can't tell from here); you may be able to just tit about with the Scatter SOPs' seed values to try a different arrangement of points for the Voronoi to work with. May need to divide up the pillar a bit more first.

I'd love someone a bit more experienced to chip in - this is not uncommon with bools and fractures, and most of the time I just play around with things until they look fixed, but it'd be nice to have a simple checklist to go through

Thanks for the reply howiem!
Most of the issues I was experiencing were only my own doing. Or rather two year younger me just starting out 3d modeling not giving two shits about something called topology XD
Once I opened it back up in max I had a small shock for how bad it was. Suffice to say that having a clean, or at least not intersecting into each other across half the god damn, model is the preferred place to start with fracturing. Cleaning it up has fixed over ninety-five percent of my other problems as well.
The only thing remaining is a very, very slight normals looking problem and a much less visible piece being slightly discolored. I'm not even sure if I am going to fix too much on it since I am planning on using a switch node for my geo anyways and I don't think it will be noticeable, never the less I'm including a photo of how it looks now and if anyone can tell me what I've done to cause this little thing to happen or how I can fix it I'd still love to hear about it for future reference!

What I suspect to be a normal issue is marked with a red circle, and what I describe as a “slight discoloration” is marked with a green circle.

I have already tried the normal SOP, as well as the facet SOP you suggested, and I've tried the old vertex sop that also has a cusp angle setting and unfortunately no luck.

Thank you!

Attachments:
Issue_Is_Much_Better_Marked.png (913.1 KB)

  • Quick Links