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birth voxel and shell - Printable Version

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birth voxel and shell - nayan - 11-24-2021

hey there,

I came across an issue where if I use shell to any close object I dont get proper birth voxel, what I expect

for e.g. if a shell modifier is applied to a torus object,  it will be like a pipe and will be hollow inside and volume would be the thickness of torus - so technically birth voxel should birth particles inside the thickness volume, instead birth voxel birth particle to the whole object

Please look into it

Thank you
Nayan Bodawala


RE: birth voxel and shell - tyFlow - 11-24-2021

Hey Nayan,

Can you post a file or image of what you mean?


RE: birth voxel and shell - nayan - 11-26-2021

Heres the file......I have sliced the torus for preview purpose only.....If you see birth voxel doesnt respect shell, instead it birth particles in overall volume


RE: birth voxel and shell - tyFlow - 11-26-2021

Ah, I see what's happening.

By default, to speed up sub-element processing, the Birth Voxels operator splits up a mesh and processes its elements separately. Normally this makes it run faster on complex meshes but in your case, since the inside/outside are each independent surfaces, it's splitting up your shelled torus into two distinct non-shelled toruses and then filling them separately...which is why you're losing the holes. In the next build I will make element splitting optional, allowing you to get the shelled result in your scene.


RE: birth voxel and shell - nayan - 11-27-2021

(11-26-2021, 06:13 AM)tyFlow Wrote: Ah, I see what's happening.

By default, to speed up sub-element processing, the Birth Voxels operator splits up a mesh and processes its elements separately. Normally this makes it run faster on complex meshes but in your case, since the inside/outside are each independent surfaces, it's splitting up your shelled torus into two distinct non-shelled toruses and then filling them separately...which is why you're losing the holes. In the next build I will make element splitting optional, allowing you to get the shelled result in your scene.

thank you