Search the Community
Showing results for tags 'grouping'.
Found 4 results
Hi all Can anyone suggest a good way to loop over geo and group connected geo by a threshold of primitive count? For eg. - I have a mesh that has 140 000 000 prims. - I can do a connectivity sop and split out connected pieces. Many are smaller than my threshold of say 10 000 000. - I'd like to combine the smaller connected pieces into a group until it hits the 10 000 000 threshold and then move onto a new group etc. Right now it creates far too many individual meshes based purely on connectivity so I'm trying to combine the smaller pieces into a more manageable chunks. Thanks in advance!
Hi, I've been trying for a couple of hours to get my array points into a group. The idea is that I want to delete every face that is not colliding with a ray/line (first collision/one collision point per face). I used "intersectionanalysis", which gave me the points and faces I want to preserve but now I'm not able to group those array points or blast them any other way. Please let me know if you have an idea. Thanks raycollisionTest.hip
Hello, I have this crude tree, and I want to group all ‘leaves’. The leafs are not connected to the tree, they just float around, and all of them are just these two prim squares. I can't find a way to make the grouping. I guess an expression or primitive wrangle could help, but I am a novice in these things.
Heya guys, So i'm a bit stumped on this. I have generated a fracture that has a refracturing occurring. Think "box falling down a cliff face refracturing on each bounce". The problem is the inside and outside grouping keeps redefining themselves and I have shaders changing from interior to exterior faces on each impact. How can I overcome this? Cheers, Ollie