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iamrheonmaro24

Good day, I would love to know how I could get most of my points to concentrate in one area (see green lines inside red circle) while leaving some points on the outer area? I was hoping to do a destruction simulation where most of the fractures are focused on one area (for concentrated blasts, bullets, etc)

Outside the red circle are like the voronoi fractures with lower points while inside the red circle contains way more voronoi fractures. I used a points from volume

Any help would be appreciated, thank you!
williamsmith1122
Create a Sphere at the impact spot (your red circle center).

On your fractureable geo, add an Attribute Wrangle to paint a falloff “density”:

vector C = chv("center"); // impact center
float R = ch("radius"); // inner radius (most detail)
float F = ch("falloff"); // soft edge
float d = distance(@P, C);
float t = smoothstep(R, R+F, d); // 0 near center → 1 outside
@density = mix(chf("inner"), chf("outer"), t); // e.g. inner=10, outer=0.2


(Promote the parms; set center to your sphere position.)

Scatter SOP on the same surface:

Enable Density Attribute = density.

Adjust Global Density Scale and inner/outer to taste.

Feed those points into Voronoi Fracture (or RBD Material Fracture’s “Guides/Impact Points”).
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