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AntoineSfx last won the day on March 2

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    Antoine L
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  1. Convert curve to mesh overlapping mesh

    Here is a solution based on PolyExpand 2D. The secret is to give the initial curve a shrinked version of itself. The rest is just plumbing The shrinked face (inside of top face at the end) will be ugly after the subdivision, but I guess it can be fixed by removing its shared edges if it's important downstream. odforce.subdiv.hipnc
  2. Center and align object on primitive

    I'm looking for a way to to this with fewer nodes Right now the right branch creates a point a the "center" ( approximation with primitive / scale=0) of the primitive blast1, and ensures that the resulting point has its normal set to the average normal of the primitive Then I copytopoint the tube to this point and it's ready to be boolean subtracted to make the hole. Is there a simpler setup that I could use, or some SOP that I could abuse in a way. MatchSize can almost do it but it would have to work in transformed space to match the primitive remaining in blast1,
  3. Keep point numbers after polyextrude

    Match Topology SOP will fix this
  4. Fix last segment for a resampled polygon

    I know about it. It suffers from the same problem. Last copy doesn't enough room so it is dropped. I'm working on a solution to iteratively test smaller resample.length values until it is good enough.
  5. Do you know a way to resample a polygon so that each segment end up having the same length ? Use case: I want to add a fence around a house, but the panels have a fixed length. So I have a curve and a number, and I need to increase that number by some value so that it ends up being divided into segments of the same length. Also, the resample mode is along the chord, so I can't just simply compute the number of segments from the perimeter of the polygon.
  6. Texture coordinates for polyextruded curve

    So I found that Sweep SOP has several options to output the UV I wanted, so I ended up building it using Sweep SOP instead.
  7. I have a set of planar curves that I would like to polyextrude and assign a bricks material to. So I need to have the u component along the curve (closed) and the v along the extrusion side. Can you suggest a way to do it so that the brick size is consistent across different curves with different perimeter and extrusion depth ?
  8. Chain SOP without overlapping

    It's a bit expensive as you have to find the next point that does not create a collision, but it's working. I guess it could run faster by considering the shape of the curve, curvature radius, and geometry of the object to be packed, but this is another level.. feedback.hipnc
  9. Chain SOP without overlapping

    I guess Chain SOP works well enough for objects much smaller than the curvature radius of the curve, but how about fitting tightly with no overlap ? Subdivide the curve + feedback loop on the points with intersection detection to determine when to put the next one ?
  10. Curve SOP and relative coordinates

    There is now a "Build Using relative points" in the contextual menu of Curve while building one. Not sure when it appeared, but it could not have existed before they fixed the first bug I mentioned in this thread.
  11. copy to points with adjustment to size of objects

    It's trivial nowadays, thanks to Chain SOP (since 18.5) Have a look at the 18.5 presentation (H18.5 LAUNCH EVENT on Sidefx.com) Proof: books.hipnc
  12. The refraction looks right, but it looks like the object is casting a shadow as if it were opaque. Rendered with Mantra Not sure about the physics model used in Mantra though. So is it actually physically right, and if it's not, can I do something about it ? glass.hipnc
  13. What does resample / Subdivision curves converge to ?

    I may be overlooking something here. The points are in the XY plane. I'm not sure if a convert SOP using a polyline as input and its type set to NURBS curve is even supposed to converge to the same curve as the initial NURBS curve built on those same points, as there is also a knot vector associated with the sequence of points in each case. Also, it is not documented that resample / subdiv curve will actually converge to a NURBS curve, so I don't blame them. Some background here.. I'm trying to see if I can strategically place some points on a polyline so that it SOP resample / subdiv curve to a sequence of straight lines and circle arcs. Circles arcs and circles can actually be represented exactly with NURBS, so that's why I'm investigating this. If I can set the right order and knot sequence, I hope it will actually converge to circle arcs and straight lines, but I'm not there yet.. nurbs.hipnc
  14. Does SOP resample / subdivision curves converge to a specific curve ? If I use a polyline built on a NURBS control points as input, it almost converges to the original NURBS curve, except for the first and last three segments.
  15. Subdivide the result of a boolean. Issues.

    If you can't design the mesh for polybeveling that specific edge, i.e get rid of the edges between the adjacent planar primitives, then do one of those: group the ring primitives and the larger primitive together, the do a divide / uncheck convex polygons, check remove shared edges. This will be much more polybevel friendly. or: group the larger primitive, then group expand SOP it with: flood fill + restrict by normal = 0 The trick is .. polybevel can somehow slide on ring edges to hide small asymmetry problems in meshes, but it can't do magic. It doesn't somehow recursively slide on adjacent primitives until the target curvature radius is reached. So it's up to you to make sure there is no other edge too close to the edge you're trying to polybevel. At least that's how I see it.