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
Optimizing PolyCount on Voronoi Fractured pieces
2145 4 1- MagnusL3D
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- PradeepBarua
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- MagnusL3D
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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.
- MagnusL3D
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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]
https://www.youtube.com/watch?v=nM4FSp3ukVA [youtube.com]
- MagnusL3D
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