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Showing results for tags 'poly'.
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Hi all, I have a single poly prim with 1+polys ontop/inside, I would like to remove the smaller ones from the larger one (think bool) ideally not using a bool operation (but may be unavoidable) and using VEX, my current approach would be to extract to points and knowing the small prims figure out a way to rebuild a prim from these . (easy right ?) and suggestion welcome. Curt
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I have a long, rectangular poly which ends up "folded" by 180 deg (not necessarily in half, as in the pic). After folding, this poly is obviously very non-planar. I want to add a new "crease" edge along the fold line to fix it. I can create the edge manually in the viewport, but I want a procedural SOP solution. The Divide SOP seems most logical (Convex poly: ON, Triangulate non-planar: ON), but it doesn't always work. Sometimes it creates a new crease edge, sometimes it doesn't (maybe because folding by 180 deg is so radical). Is there a SOP that would reliably do this? I see a "Crease SOP", but it doesn't create edges, it assigns weights to existing edges. PolySplit SOP could work, but the way you need to specify the split points (% of edge length etc) seems unnecessarily complex. I do have the 3D point positions of the fold line, so I can easily create a line there. But how do I "plug" it into the existing poly as a valid new edge?
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Hey has anyone noticed how much the new interface for the polyreduce node has changed, below is pic 1: the new polyreduce interface, then pic2: is the old eone, then pic3: is what im trying to acheive but the new polyreduce node just reduces the poly but not the look of the overall objuect? can someone help please?
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Hello ! I'm trying to make sweeps from geometry input, basically a wireframe of a polymesh to use in game engine. Unfortunately I got strange result from ends SOP, duplicates lines. Is there a cleaner way ? Thanks ! PolytoEdge_001.hipnc
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How do I add an input curve to the polyExtrude which is outside of the current context ? Can someone correct me if I'm wrong, from my understanding of the splitGroup option within the polyExtrude is suppose to add edge splits to the selected geometry ? I have the option toggled on in the polyExtrude node, along with a group selected but I don't see any edge splits ? Local attributes, all the manual states is, for example, for distance scale is; Multiply the extrusion distance by the value of this attribute ?
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Hi, I've started a thread in rendering about a shadow pb : http://forums.odforce.net/topic/25244-wrong-shadow/ seems like the pb is in the model, so I'm looking for modelling help here. 1- what is wrong with how I made the wall ? cookied curves + ployextrude. Is there a better way ? A better way to combine curves maybe ? 2- I need the opposite wall, with the copy SOP I made a reflected copy (scale -1 on 2 axis) The resulting geo is all normals inside, and still have the shadow problem. Renders as weird as the original wall. 3- What would be the best way to control/flip my normals? I saw somewhere a simple VEX line in a pointwrangle or attribwrangler, but I can figure out where I saw that. The reverse node doesn't seem to reflect the change in the viewport (but affect the render). Thanks for your time, on any or all points. <- could write that in vex? here is the hip file: shadow-pb.hipnc
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Hi, What would be the best way to find and clean self-intersecting polygon surfaces? In the attached images, you can see exactly what I'm writing about. I tried a few standard nodes but could not find what I was looking for. Next stop for me would be to code it in Python but I don't like the speed of it. I wonder if there is a more elegant approach... Thx! C
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- intersecting
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