Optimizing PolyCount on Voronoi Fractured pieces

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Hello,

So I put togeather this test scene to illustrate my problem.

I am trying to optimize the voronoi pieces by using a group to select edges on polygon areas that are flat and then dissolving them.

It seems to work for 90% of the cases but some just “break” as shown on the attached picture. And the “bricker” division is just there to mimic the “real” mesh I have to work with.

Is there anyway todo this perhaps another way or improve on what I am already doing to get the good result on all the pieces ?

And it should not break the UV's

Attachments:
Remove.hipnc (125.7 KB)
Remove.JPG (197.0 KB)

/M

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If you change “Random Seed” of scatter1 something greater than 0.1(like 0.2, 0.3, 0.4, ….., 1), it works just fine.
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PradeepBarua
If you change “Random Seed” of scatter1 something greater than 0.1(like 0.2, 0.3, 0.4, ….., 1), it works just fine.

Well this beeing a test setup I am sure some seed values will work fine, but 0 and 0.1 and 2 (thats how far with 0.1 increments I did it) fails.
To use it on real mesh, i.e. houses or similar build by artists and then shatter with voronoi it needs to never fail. In those cases I generate around 4-500 pieces and on average 10-20 fails with this method.
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Basically what this Modo script does (written for 501 doesnt work in 801) is what I want todo.

https://www.youtube.com/watch?v=nM4FSp3ukVA [youtube.com]
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Well it seems that the polygons are somehow “broken”, so doing a re-mesh on them, transfering the UV's and then optimizing it wont leave holes.

Here are some of my results, making sure it respect material boundarys and that the UV's are not destroyed.

Attachments:
Remove3.JPG (454.8 KB)
Remove2.JPG (241.0 KB)

/M

Personal Houdini test videos, http://vimeo.com/magnusl3d/ [vimeo.com]
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