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Found 6 results

  1. Hey has anyone noticed how much the new interface for the polyreduce node has changed, below is pic 1: the new polyreduce interface, then pic2: is the old eone, then pic3: is what im trying to acheive but the new polyreduce node just reduces the poly but not the look of the overall objuect? can someone help please?
  2. Polygon to curves and sweep tools

    Hello ! I'm trying to make sweeps from geometry input, basically a wireframe of a polymesh to use in game engine. Unfortunately I got strange result from ends SOP, duplicates lines. Is there a cleaner way ? Thanks ! PolytoEdge_001.hipnc
  3. 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.
  4. 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 ?
  5. 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
  6. 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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