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marcinbartoszewski

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About marcinbartoszewski

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  • Name
    Marcin Bartoszewski
  • Location
    Poland
  1. Remove self intersections after negative PolyExtrude

    Unfortunately after isooffset it`s hard to rid off those steps (div size 0.03) without loosing volume (for me as a basic user of course). I`ve tried smooth node. What method do you prefer in that case to smooth survace without loosing it`s major shapes, features and volume?
  2. I`ve done negative polyextrude to have cutter for hollowing my mesh. I wan`t to have thin layer (few mm). Whole item is about 1-3 meters. I`ve done it in way: - boolean as surfaces to slice intersections - polyframe to group areas to select it manually and delete unwanted strips (as islands) - intersectionstitch to stitch raw areas after deleting strips (to have one shell mesh) It works but I wonder is there any better way for that (for removing intersections and stitch corners)? That final stitched mesh will be boolean cutter (negative) for positive original mesh. At the beginning I`ve started to play with IsoOffset but it was too heavy operation and It took too long. So that`s why I choose PolyExtrude. Other thing is IntersectionStitch node. I don`t understand why I should feed curve for it. I don`t unsderstand also that warning: “A triangle and curve mesh is required on the input for correct attribute output.”. What I`ve lost If I do not fed up IntersectionStitch with curve? Why I need those curve if final effect is good for me. It`s a bit strange becouse after IntersectionStitch I wanted to use Divide node to change most triangles to quads but It is not working. Nothing happened. So I feel that something lost during those IntersectionStitch. Thanks for any help. I`m basic Houdini user (I want to port my modeling from other 3d app).
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