VDB B is getting subtracted from VDB A.
How could I group the resulting cavities so that I can apply a different texture to them?
My workflow so far: once I convert to polys, I use the xyzdist() function in a vex wrangle to check against Geo B at a very short maximum distance.
It works fine with simple setups (like in the pic), but:
-) it's not the most precise solution in complex scenes, especially when you are subtracting many different-in-size pieces.
-) Not efficient because It often needs a further computational intensive operation to shrink down the group.
Ideally I should be able to “tag” the intersecting voxels before I convert the VDB to polys, and somehow be able to bring it with the conversion to polys.
Any ideas? Thanks a lot!
I attached a project file with the xyzdist() solution.
ps. I tried to search in the forum but couldn't find anything
VDB Combine SDF difference, how to group the intersecting area/cavities?
2094 2 1- Andr
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- malbrecht
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Moin,
question: Have you tried using the boolean function? I have had quite some success with comparable “tricky” meshes (3d-scan). Plus the boolean SOP allows you to tag newly created faces.
Marc
question: Have you tried using the boolean function? I have had quite some success with comparable “tricky” meshes (3d-scan). Plus the boolean SOP allows you to tag newly created faces.
Marc
---
Out of here. Being called a dick after having supported Houdini users for years is over my paygrade.
I will work for money, but NOT for "you have to provide people with free products" Indie-artists.
Good bye.
https://www.marc-albrecht.de [www.marc-albrecht.de]
Out of here. Being called a dick after having supported Houdini users for years is over my paygrade.
I will work for money, but NOT for "you have to provide people with free products" Indie-artists.
Good bye.
https://www.marc-albrecht.de [www.marc-albrecht.de]
- Andr
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