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Need some Help with the PolyReduce SOP Oct. 3, 2016, 4:46 a.m.

this is almost exactly what i want. the issue with this approach though is that you are removing a lot of geometry to make it tiling. this would result in texture seams or (in the case of other shapes than a cube) geometry not alligning. gonna have a look and see if I can use some of your ideas to find a solution for my issue.

thank yoU!

Need some Help with the PolyReduce SOP Sept. 30, 2016, 5:25 a.m.

Hi everyone,

I am having some issues getting the PolyReduce Sop to do what i want. (or possibly im expecting it to do something it cant.)

What I am trying to do is create a cube, which i run a voronoi fracture on and then offset the 4 quadrants to make the mesh tileable. (see image 1)

I then want to use this tileable mesh as a base to refracture to create a tileable destructible wall. Now the issue I am having is cleaning up all of the interior faces that were generated with the voronoi operation. The solution i am trying at the moment is to convert the result to a VDB with a very low voxel size to give me enough accuracy to capture the edge detail, then convert it back to polys and then run a poly reduce with the original mesh as a feature.

i have the stiffen border and features set at 10,000 which should penalize it from changing from the original however it is still refusing to match the point positions of the original mesh. resulting in small cracks when i try to tile the mesh next to each other. the reduce operation is also causing one specific area of the emsh to be very dense which i do not understand.

Any help would be great. I am also open to any other suggestions to try and solve this.

I have attached the file along with some images of the issues if anyone would like to take a look.

Thank you!

Animation data on Chunks in stead of vertices. Nov. 15, 2015, 10:06 a.m.

Hi guys,

This is a call to the FX and animation guys out there. I am currently trying to import a mesh into houdini, fracture and sim it, export it and then use a mel script to parent and constrain joints to all the chunks in maya and then skin the joints back onto their respective joints.

This was all going fine untill after exporting my fractured and simd file from houdini and importing it into maya, i seperated all the chunks and discovered that the chunks themselves dont have any transforms. The vertices seem to be whats animated in stead.

Now im guessing what i should be doing is seperating out the chunks in houdini and baking the animation data there but I am at a loss as to how to do this.

thanks for any help you could offer me in advance