03-17-2021, 10:30 AM
hello,
i want to export the particles as meshes for next workflow.
the result of the tyflow particles is exactly what i want.
but if i export the particles to mesh with export operator, the exported meshes are not clean and sometimes terrible.
there are so many open edges / overlapping faces and self intersections that the next workflow is not possible without manually correct each particle. i have more than 20.000 particle in this case, this is not a funny job.
i did many research, see many videos but nothing works.
the example is very simple.
i have a very clean source mesh without many issues and checked it with several tools.
1. birth the object
2. voronoi fracture (cap holes is activated, voronoi point type : on shape surface by tex ( texture of cracked stone ) )
3. subdivide
4. displace textmap ( texture of cracked stone )
for the created particle next event
1. flock operator
tried physx shape, shell and many other operator .
3d max scripting is no problem, but i don't have any idea to do something automatically.
for source mesh i tried quad remesher and so on in many variations.
does anyone have an idea what i can do ?
i want to export the particles as meshes for next workflow.
the result of the tyflow particles is exactly what i want.
but if i export the particles to mesh with export operator, the exported meshes are not clean and sometimes terrible.
there are so many open edges / overlapping faces and self intersections that the next workflow is not possible without manually correct each particle. i have more than 20.000 particle in this case, this is not a funny job.
i did many research, see many videos but nothing works.
the example is very simple.
i have a very clean source mesh without many issues and checked it with several tools.
1. birth the object
2. voronoi fracture (cap holes is activated, voronoi point type : on shape surface by tex ( texture of cracked stone ) )
3. subdivide
4. displace textmap ( texture of cracked stone )
for the created particle next event
1. flock operator
tried physx shape, shell and many other operator .
3d max scripting is no problem, but i don't have any idea to do something automatically.
for source mesh i tried quad remesher and so on in many variations.
does anyone have an idea what i can do ?