pshipkov Show full post »
I think what you are doing is much nicer - kind of - raycasting new points onto the geometry, but within the defined sphere.

Yep, in fact the process is to create a boolean mesh between the sphere and the original mesh, and I use that new boolean mesh to scatter points within it's volume. (That way if I want to have 50 points ie I'm sure I will have those 50 points inside the original mesh)
In case the boolean fails I will use instead the sphere volume to scatter my points.

Do you know if qhull supports all this extra data ?

No QHulll is only there to give you the voronoi diagram for a set of points. Another problem with QHull is that it is unable to give you the Constrained Delaunay Triangulation. Normally we need to use that to "cap the holes" after each cuts. We use the "border edges" as constaints for the delaunay triangulation. In my script I use the polyCloseBorder but it will give you artefacts with concave mesh, shelled mesh, or meshes with holes...
Using the Constrained Delaunay Triangulation for the new created faces will also give you the ability to add noise and break the straight edges

There's an old plugin for Maya that perform voronoi fragmenation but it's only available for older Maya versions :
and it's seems really fast :

There's also another one called Larmor Voronoi :
and here it used the CGAl Library and the project is open source

Now, normally when you have computed the tetrahedralization of a mesh (ie with tetgen) you can easily compute the voronoi diagram (dual graph). Jose Esteve explain it (with source code) here :

Hope it can help you ;)
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BTW is there a way within SOuP to create Voronoi Clusters ?
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Can I use a shatter node and bullet in combination?
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Sure you can.
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