Removing interior geometry
320 3 1- HarmvSon
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- Joined: 3月 2024
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Hello,
I am trying to create a fractured wooden asset by first fracturing the model into splinters using elongated voronoi noise and then using custom clusters to create larger pieces. Since this is a game asset I want to reduce the poly count as much as possible which means I need to get rid of all the geometry that's inside of the cluster.
I've tried several methods to do this; I've tried using the remove_overlap node, which does a pretty good job but there are still some interior faces remaining. I've tried copying the nodes from the built-in rbd cluster node that fuse clustered pieces together, which gives about the same result as the previous method. I've tried baking occlusion and deleting the dark points, but because the splinters have a bunch of peaks and valleys those also end up being deleted. I have tried booleaning, but I'm working with about a thousand pieces so this is extremely slow. Lastly, I have tried finding exterior surfaces using ray intersects, but again because of the spiky surface I need a large number of rays from different directions which ends up being very slow as well, and sometimes misses some points.
Does anyone have any other ideas on how to achieve this?
I am trying to create a fractured wooden asset by first fracturing the model into splinters using elongated voronoi noise and then using custom clusters to create larger pieces. Since this is a game asset I want to reduce the poly count as much as possible which means I need to get rid of all the geometry that's inside of the cluster.
I've tried several methods to do this; I've tried using the remove_overlap node, which does a pretty good job but there are still some interior faces remaining. I've tried copying the nodes from the built-in rbd cluster node that fuse clustered pieces together, which gives about the same result as the previous method. I've tried baking occlusion and deleting the dark points, but because the splinters have a bunch of peaks and valleys those also end up being deleted. I have tried booleaning, but I'm working with about a thousand pieces so this is extremely slow. Lastly, I have tried finding exterior surfaces using ray intersects, but again because of the spiky surface I need a large number of rays from different directions which ends up being very slow as well, and sometimes misses some points.
Does anyone have any other ideas on how to achieve this?
- EZiniT
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- Joined: 4月 2013
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Have you tried breaking into clustered pieces then *separate* the clusters after a "rbd connected faces"
node using an explode node, transform pieces, whatever.
Then use a "rbd disconnected faces" node to remove internal surfaces of pieces/clusters that have *not* separated.
This will leave just the exterior shell of the fractured object and a much lower poly count.
node using an explode node, transform pieces, whatever.
Then use a "rbd disconnected faces" node to remove internal surfaces of pieces/clusters that have *not* separated.
This will leave just the exterior shell of the fractured object and a much lower poly count.
- HarmvSon
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- Alt_stage
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- Joined: 1月 2019
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