Paint or varying model tessellation

Paint or varying model tessellation

arcon76
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Message 1 of 4

Paint or varying model tessellation

arcon76
Collaborator
Collaborator

In the attached image you can see a very simple polygon model has tessellation density which varies in different areas, how was this done? Maya's shatter effect creates shards which are all similar size so it wasn't that...

 

This would be very useful for creating MASH effects if tessellation could be painted quickly like this...

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Kahylan
Advisor
Advisor

Hi!

 

From looking at how the model is fractured and how the tris stand to each other, my guess would be that this fracture was created in Houdini, with a Voronoi Fracture based on a pointcloud with a soft 3D Noise. There sadly isn't really an option to fracture as easy in Maya currently, as far as I know atleast.

 

You can get a model similar to this by using the Shatter Effect. You simply need to use the "Crack Shatter" option, which shatters the object from a specific origin point (a vertex you choose). Set "Crack count", "Crack jaggedness" and "Seed" on high numbers and "Crack length" rather low, and then run the command multiple times on different vertices.

 

I hope this helps!

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Message 3 of 4

sepu6
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Advisor
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I do not think that was done in Houdini and is def not using a Voronoi fracture, is just using a remesh function.  You can do the same in Maya either create a type or use the function on your model, pick some faces and do the remesh > repeat. Now it would be great if you could do this procedural, maybe in the future with primitive falloffs or Bifrost.

 

maya_Keh1gAabal.png

 

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Message 4 of 4

arcon76
Collaborator
Collaborator

Ah yes I didn't know about Mesh > Remesh operation. That's pretty cool, the density can be edited by changing the Max Edge Length. Thanks!

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