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Found 4 results

  1. I need an advice from you, guys! How the local attributes of PolyExpand2D SOP are to be used? I want to make a non-uniform offset with these inside scale attributes. But I do not know the workflow for this.
  2. polyExtrude Unfamiliar options

    How do I add an input curve to the polyExtrude which is outside of the current context ? Can someone correct me if I'm wrong, from my understanding of the splitGroup option within the polyExtrude is suppose to add edge splits to the selected geometry ? I have the option toggled on in the polyExtrude node, along with a group selected but I don't see any edge splits ? Local attributes, all the manual states is, for example, for distance scale is; Multiply the extrusion distance by the value of this attribute ?
  3. Hi, I've started a thread in rendering about a shadow pb : http://forums.odforce.net/topic/25244-wrong-shadow/ seems like the pb is in the model, so I'm looking for modelling help here. 1- what is wrong with how I made the wall ? cookied curves + ployextrude. Is there a better way ? A better way to combine curves maybe ? 2- I need the opposite wall, with the copy SOP I made a reflected copy (scale -1 on 2 axis) The resulting geo is all normals inside, and still have the shadow problem. Renders as weird as the original wall. 3- What would be the best way to control/flip my normals? I saw somewhere a simple VEX line in a pointwrangle or attribwrangler, but I can figure out where I saw that. The reverse node doesn't seem to reflect the change in the viewport (but affect the render). Thanks for your time, on any or all points. <- could write that in vex? here is the hip file: shadow-pb.hipnc
  4. Hi, What would be the best way to find and clean self-intersecting polygon surfaces? In the attached images, you can see exactly what I'm writing about. I tried a few standard nodes but could not find what I was looking for. Next stop for me would be to code it in Python but I don't like the speed of it. I wonder if there is a more elegant approach... Thx! C
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