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    restrict voronoid from polygon selection

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    • C
      Cit last edited by

      Hi!
      I have an object with a selection tag
      I then make that object a child of a voronoid
      I use on sources the point generator distribution,
      but I need that that selected faces of the polygon remain intact, no break at all

      I search on the web and several tutorials but nothing seems to work.
      Any idea?

      Thanks!

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      • Dr. Sassi
        Dr. Sassi last edited by Dr. Sassi

        Hi pizza-revenue,

        Please check the Geometry Glue tab of the Voronoi Fracture object.
        There is a Falloff button; create one. Drag the Polygon Selection Tag into the Falloff> Fields.

        Here is an example
        CV4_2025_drs_24_MGgf_01.c4d

        The given default settings should work.

        Let me know if you have any questions.

        All the best

        Dr. Sassi Sassmannshausen Ph.D.
        Senior Trainer, Maxon Master Trainer, L&D - Strategist
        Cinema 4D mentor since 2004, Member of VES, DCS.

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        • C
          Cit last edited by

          Hi!
          I had already tried that, but as you can see is not a clean cut, I need to maintain that selection as it is, the cut must be in the edges.
          Is this possible?

          Thanks!

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          • Dr. Sassi
            Dr. Sassi last edited by Dr. Sassi

            Hi pizza-revenue,

            Voronoi sets a single split between two source points, which might lead to the idea of adding two rows of source points at the edge of the Selection. The first problem is that the Selection might not be that simple. Second, there is no clean edge.

            The other idea is to create smaller "pieces" with more options to fill the space to the starting point of the Selection. But since we talk about source points in space, all points toward the edges (before and after) would need to create a clean, straight "cut" for this.

            As you assumed, that is perhaps not possible, thinking of Voronoi Fracture as a 3D-based process while the selections are surface-only based. Think of the Selection in a spatial way, then they would define a surface inside the object, I hope that makes sense, and helps to visualize the problem. With this in mind, is it thinkable to start surface-based, define the space fractured or not, then Produce two objects (Extrude, Thicken, etc.) to have the option to sharply separate the two?

            Some explorations setups
            CV4_2025_drs_24_MGgf_02.c4d

            All the best

            Dr. Sassi Sassmannshausen Ph.D.
            Senior Trainer, Maxon Master Trainer, L&D - Strategist
            Cinema 4D mentor since 2004, Member of VES, DCS.

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            • C
              Cit last edited by

              Thanks, I separate the different parts and I'm trying to asign rigid body separately to voronoid and the the other part.
              Thank you so much for taking the time to send the files, really appreciated!

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              • Dr. Sassi
                Dr. Sassi last edited by

                Thank you very much for the reply and feedback, pizza-revenue.

                My best wishes for the project.

                Dr. Sassi Sassmannshausen Ph.D.
                Senior Trainer, Maxon Master Trainer, L&D - Strategist
                Cinema 4D mentor since 2004, Member of VES, DCS.

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