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jimothius

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Reply with quote  #1 
Hello from a SOuP newb,

I'm trying to figure out a way to make the solid shatter effect look more jagged and random, while of course maintaining the smooth shape of the original surface.  In theory, I thought perhaps it could be accomplished by adding a surface shatter only to the interior polygons (with zero distance), then apply a peak deformer to those interior polys.  The original object I'm working with is a fairly high-poly sphere, so I thought I could use the face area operation of a group to constrain the secondary scatter to the interior polys... but I can't figure out how to set that up.  And beyond that, how would I apply peak to just the secondary shattered polys?

Thanks!
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jimothius

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Reply with quote  #2 

Okay, I partially figured it out - that is, shattering interior faces resulting from a solid shatter.  I figured out how to use a group to affect the vertex color of the interior faces (using face area), then applied a scatter with "Use Vertex Colors As Mask" enabled.  Shatters nicely.

I wanted to merge the verts on the second shatter to avoid any split geometry from it down the road. So I used an ever-so-slight distance value for the first shatter, then plugged in a polyMergeVert after the second shatter, using a smaller value than that ever-so-slight distance.  If there's a better way to merge those verts properly without resorting to a distance trick, I'd like to know it!

So I think that was the easy part.

Now how do I get a peak node to deform only my shattered interior faces?  The vertex colors from earlier in the network don't seem to stick through the shatter process, otherwise I could've used that probably.

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pshipkov

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Reply with quote  #3 

Sorry for the late reply.

Glad to hear you figured out some of the problems.

About the point colors - there is a flag in the shatter node for disabling/enabling propagation of point colors from the base to the shattered geometry.
If you turn it off the shattered geo will have the new faces without colors - that way you can recognize them from the original colored ones.

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jimothius

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Reply with quote  #4 
Thanks Peter, I did overlook that "Strip Point Colors" flag on shatter.  So I was able to keep those interior vertices white post-shatter, but I would also like to include the vertices around the edges of the shattered faces.  I imagine inserting another group node using a depth of 1 would do the trick, but how do I input the initial components from the previous group (in which I used face area)?

Thanks again for the help!


Also, I'm having trouble figuring out how to use vertex colors as weights for the peak deformer.
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jimothius

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Reply with quote  #5 
Peter or anyone,

Could I get a hint regarding how to use existing vertex colors as weights for a peak deformer (or any other modifier for that matter)?  Still haven't managed this problem yet.

Less important is the issue with piping a group's components into another group's initial components attribute (for depth).  I am considering of a different approach for the original purpose I had for this, but it could still be very useful for me.
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pshipkov

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Reply with quote  #6 
I missed your previous reply.

How to use the point colors as peak weights - easy.
Paint red, or green or blue or white color everywhere.
Shatter.
Use pointAttributeToArray and outpute the point colors.
Pipe them into splitRGBA node, set it to whatever color you painted the surface.
Connect the output to peak.inWeights and that should do it.

About your other problem - you can use very simple script as an additional step after shattering to find the global point IDs of face vertices that don't have colors. Build a string with them and set it to group node's pattern attribute.
It is not fully procedural but will do it for now.
I have some notes here about adding this functionality (point attribute to component id) in the group node, but that's not there yet.
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Pizzaman

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Reply with quote  #7 
I came across this discussion while searching for an answer to this thickness "problem".
I wanted to share some kind of solution I found :

While the source you're shattering has UVs, the thickness hasn't... so you can use the mapToMesh node to create a geometry that will have some 0 area faces corresponding to the thickness. You can then use the group node with a 0.0001 value in "face area" mode and you"ll be able to extract its components.
... fully procedural.

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pshipkov

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Reply with quote  #8 
Ah, that's clever :)
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JeremyR

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Reply with quote  #9 
Hi Pizzaman,

Do you have the scene handy for this? Ive tried to replicate the points in this discussion but I failed.

Thanks in advance.
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Pizzaman

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Reply with quote  #10 

Hello Jeremy,

While trying to replicate what i wrote, i discovered the shatter node actually creates UVs for the thickness... don't know if it's a matter of version or if it's always been the case, but that changes the whole process. The method may work exclusively on thin wall objects now.
Maybe this is something Peter could implement : Output the list of the interior components. Or at least an option not to create UVs on interior faces.


Still, i attached a scene with a surface method (which works perfectly) and the volume method.

 
Attached Files
mb testThickness.mb (532.34 KB, 3 views)

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JeremyR

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Reply with quote  #11 
Hi Pizzaman,

This looks great, Ill take a closer look when I can. Thanks a bunch.
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JeremyR

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Reply with quote  #12 
Not having much luck here, Im wondering if I need to apply UVs to these faces in order to place scatter points on them?
First attempt was to use a PointAttToArray and convert the components to PP for scatter input but no luck.
Not sure how to apply uVs.
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