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I would like to know how to create a series of branching curves which are created from dummy objects in Unreal's World Outliner. So you would start with a primary branch/curve, and for every selected actor, the HDA would create a secondary curve starting at the actor's location. Or I can simplify this by asking - how would you make an HDA that can generate any number of curves which will become editable splines inside of Unreal? Creating a single, editable curve for Unreal is working fine, but I want to create an HDA which will allow for any number of extending secondary curves. branching_curves.hipnc
Hi. Now I trying make geometry optimizer for fracturing for rbd sim, making "Solid" geometry from background models which often have bad topology. So I must find "Cracked Edge", two Primitives appear to be connected by single line, but the number of Points on Edge belonging to one of the Primitives is insufficient.This looks like Shared Edge, but it is actually Unshared Edge so specifically break PolyExtrude SOP. This Edge can be fixed by Union Boolean SOP, but my asset may import bad surface geometry which has many problem about Boolean SOP so I don't want use it as possible. How can we detect this? GeometryOptimize.zip
I'm trying to create a high resolution procedural tree model (without using SpeedTree etc). I looked into L-systems but thats not much use for a more detailed model that is made of one mesh. This is a really interesting tutorial (and has been posted before) - http://www.andyboyd3d.com/siggraph_talk/img27.html But i'm wondering if theres a procedural way to create the branches (seen here - http://www.andyboyd3d.com/siggraph_talk/img32.html). I'm guessing this part was actually done manually but it would be great to have a procedural method! Cheers, Mike