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pechart

Wanting the recipes
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Reply with quote  #1 
Is there a way to keep shattered shells merged without any distance wothout a merge node behindit? Thanks!
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pshipkov

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Reply with quote  #2 
Can you explain better ? I am not getting what you mean.

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pechart

Wanting the recipes
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Reply with quote  #3 
What I mean is, that I just want to get the voronoi split pattern on the mesh, but keep the mesh welded and in one piece, not in seperate shells.
What I do now is keeping the distance at 0 in the shatter and add a group and a mergenode afterwards.
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pshipkov

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Reply with quote  #4 
I think this is the right way really. There is no reason to complicate a node if that can be added as a post with two more guys.
The shatter node has to be rewritten anyway for performance, so i may add that option then.

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pechart

Wanting the recipes
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Reply with quote  #5 
Okay, think that's right. Thank's for your feedback!
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JeremyR

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Reply with quote  #6 
Just came across this thread because I was looking for the same thing. Just want to be able to create voronoi tessellation on a mesh without the cutting. Same setup with scatter node and shatter but perhaps have an option where there is no crack just tessellation.
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pshipkov

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Reply with quote  #7 
Set the distance value to 0 that's all.
After that you can run poly cleanup with lamina faces turned on.
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JeremyR

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Reply with quote  #8 
gotcha thanks

[EDIT] damn, it doesnt fix the problem, I still have a cut.
Ive attached the scene, trying to delete intersecting edges to leave the voronoi edges only.

 
Attached Files
mb Voronoi_Cylinder.mb (93.30 KB, 1 views)

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