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How to quad cap?


Krion

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several ways, see attached! 

divide sop, set 'minimum edges' to 4 will create quad strips, but not square(ish) quads like those example images.

divide sop, turn on 'bricker polygons', set the scale down to get the divisions you want, but it's essentially worldspace divisions, it won't track with the surface nor try and match new points onto existing points.

skin sop probably the best way (tip via here: https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=77000 )

not sure how it'd cope with non-standard geo, but works well in this little test case.

quad_cap.gif

-matt

 

quad_caps.hip

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Hi,

If its just for a cylinder, maybe you could try to build it from the cap up, by splitting up a tube into the sides and caps or starting with a circle.

As long as your initial cap is an even number we can dissolve every other edge to keep all quads and rebuild the middle section with a polybridge.

This way the edges stay nice and smooth when you turn on viewport subdivision. 

cylinder_caps.hipnc

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