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Found 4 results

  1. Can anyone tell me why this happens? I divided some quads from a grid. In a foreach loop i grouped prims with 3 points: if(npoints(0)==3){ f@group_delete = @ptnum; } but it only adds half of the triangles to the group. If i do npoints()==4 no prims are added to the group. If i do unique points before the loop only some of the quads are added. I suspected that this has to do with vertex numbers v.s. point numbers. so i tried primvertexcount() but got the same result. how can i remove all triangles from this geo? thanks b
  2. edge divide Question

    Hello, I would like to subdivise my object but I don't know How to do it properly (cf. screenshot). I've joined my really simple mesh (divideEdge.bgeo.sc). Thank you Julien divideEdge.bgeo.sc
  3. I want to split (not in terms of time but area) a high resolution image sequence that I have in Cops into an an array of smaller images. I want to print each frame it as an 3x4 array of A4 pages (210mm*297mm). Animating the Offset of the Crop node but I don't know how to save each cropped area into a different file. Or in the case of of a video wall, how can I split my sequence so that I have smaller ones? (one for each screen) I guess I could do that in Photoshop using the Slice tool and doing "Divide slice" for each frame but is repetitive. Is there a way to that in Cops so that I can avoid Photoshop? Any ideas? edit: A silly idea just occurred to me. I could set up 12 different ROP outputs ! I know it's not the brightest idea.. Is there an alternative using a single ROP?
  4. Hey guys, after doing some setups in Houdini (rather new at it) I'm trying to basically "add" points into a given mesh by scattering them onto the mesh. What I'd like to do is remesh that old mesh into a new mesh which contains the newly scattered points as polygon vertices. How would I do that? Is there a SOP that divides a mesh at a given point position? Cheers & Thanks, Mo
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