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Frd

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About Frd

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  • Name
    Fred
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    Norway

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  1. Keep Polygons Planar in Vellum?

    The limitations are quite strict, maybe Vellum doesn't make sense here. Thinking a bit more I found out that I just need to stay on the y-plane and slide 2 points at once along the adjacent edges to keep the faces planar. With ramps I create a weight attribute relative to the x and z bounds (cyan). New vectors are calculated by comparing adjacent points, multiplied it with the attribute from the ramps and looped according to the point count. Left: loop with nodes, right: a for loop in vex. The node version seems to be more sensitive with extreme values (non-planar faces are red). Thanks to Matt's cgwiki and some other posts here, this was an interesting lesson in vex! VEXPlanarTool.hipnc
  2. I have this even geometry and want to create a tool, which allows to interactively add variation while these conditions are met: the inner face stays as it is and the surrounding faces remain planar (stretching is allowed). I found this interesting article about polygon planarization and thought I could try it with Vellum. My goal is to create something like this, just resulting in planar faces: I added a facet node with unique point and planar option on to check the result. My goal would be, that the outer faces stay connected. Is there a constraint in Vellum which keeps the faces planar? VellumPlanar_Problem.hipnc
  3. Hi, I'd like to visualize the optical effect of looking through a procedurally generated faceted glass object in the viewport. Karma works but I'm wondering if there is a faster option with OpenGL? I know it's easy to setup a refraction material in Unreal Engine, is there maybe a simple recipe in Houdini too?
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