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Found 10 results

  1. 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).
  2. Hello peeps! I want to do something really simple but for some reason it isn't working… I have an attribute P1 that I want to use in the distance scale of my polyextrude. For some reason the extrusions are infinite. Does anybody know why is that? cheers! extrusion.hipnc
  3. Hey forum! I'm attempting to create a boolean/slicer function, where I can slice up the geometry of an object (https://www.sidefx.com/tutorials/building-the-slicer-setup-in-houdini/ this sort of thing). However it seems that I'm having an issue with the way that the primitives are being 'winded' by the boolean operator. When I try and polyextrude the slices created by the 'boolean' they go up and down randomly rather than just 'up'. It seems that no vertex/point/primitive attribute is affecting the polyextrudes understanding of 'UP' - i've read its calculated from some kind of ordering of vertex? Anyone have any ideas about how to fix this? I have attached a very minimal houdini file and an image of the problem. Thanks! <3 Sam winding_polyextrude.hip
  4. Hi, That is probably a super simple task, but I just dont get it and trying for hours all kinda ways. I checked some example files here to understand how to find distance between to points. But how can I than use that distance, to control the height value of polyextrude or other values? I have a closed, rectangle curve and deletet all points beside the two where I need the distance. Than I want to use the distance of these two points, to extrude a torus in height. Could someone give me a little hint? Thanks alot, sant0s
  5. Hey guys, how can I have some beautiful round edges on an extruded logo? It doesn't work at all with polybevel Here's how I'm doing it, the scene file is also attached Thx! Logo.rar
  6. Hello everybody, What would be the best way to approach the effect like the reference images? I would like to have some sort of control to blend solid parts and drilled parts like in the second image.
  7. Hi,guys I got a problem with the polyextrude node. There are two piece of grid like this and I don`t know how to extrude this two piece of primitives in different Distance by only use one polyextrude node like this Because, I have lots of primitives in my job and each one of then have different "Distance" to extrude , Here`s my work file:diff_extrude_test_v001.hip In my file I try other way to fix it like:curve node → carve (do animation)→ transfer color attritube to my primitives to polyextrude by Attritube VOP node,and try to get distance between the centriod of primitives to the location but i don`t know how to deal with the distance data in VOP to control the polyextrude node ??? So, any kind of method not only use polyextrude but also other nodes can solve my problem. Thanks for anyones help !!!
  8. Hi! I'm still new to houdini and thanks to some good tutorials and some kind people I'm starting having fun with it I've created a digital asset with a primitive object being extruded with color attribute, everything is working fine. Now I want to be able to control the thickness scale with the color attribute the same way it's working with the distance parameter (with local attributes). > When not contaminated by color the value should remain 1 >when contaminated the value should decrease but I would need to still be able to control the amount of thickness scale (between 0 and 1). I'm not sure what would be the process for this, I tried to set an attribute create named thickness and putting $CR in the value but it seems it's not the way it should be done. extrude_falloff.hipnc.hiplc
  9. voronoi fracture extrusion issue

    Hi Everybody, Can anyone tell me why when I polyextrude a tube and voronoi fracture it the pieces reach all the way into the interior of the tube instead of cutting only as deep as my extrusion? Please see attached image and .hip file Thanks! extrusion_voronoi_issue.hip
  10. 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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