Showing posts with label fuse. Show all posts
Showing posts with label fuse. Show all posts

Tuesday, 28 March 2023

fusing geo using uv attribute (eg. separated head from neck)

Lets say you've separated the head geo from the body for rigging purposes or otherwise.
How do you glue it back together reliably, without resorting to many individual vertex pair selections and fusing each?
UV's! As long as your mesh has good non overlapping UV's (which existed before you chopped it), you can promote them from vertex to point (might as well give it a new name, and keep the originals for actual texture use) then specify this new attribute at the Match Attribute (see below). Turn off Snap Distance, as the UV data is what will snap vertices/points together (in this case I've called it fuse_uv). I've left everything else in the Fuse node as default.
This is super handy especially if your model's point count is not fixed (eg you're not sure where you're cutting the model yet)


Tuesday, 16 May 2017

voronoi shatter pieces not staying as a chunk

Sometimes..most of the time, your voronoi shatters that have thickness won't behave correctly. The sides will fall off. Boo.
What you have to do is run all the pieces through a Foreach loop and Fuse the verts back together.

This could go just before your assemble node