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Showing results for tags 'reduce'.
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Hello, I am trying to reduce the curves of a groom object using VEX code in a point wrangle. This is the code I am currently using which is run over 'roots' to locate the nearest other root points and then to reduce curves that those points are in. float searchRadius = ch('searchRadius'); int nearpnts[] = nearpoints(0, @P, searchRadius); foreach (int pnt; nearpnts){ if(pnt < @ptnum){ int primcon[] = pointprims(0,pnt); removeprim(0,primcon[0],1); } } This way does reduce the number of curves but it doesn't do it in a uniform fashion. Is there a way to uniformly find the densest points within a threshold so that the curve can be deleted? Thanks.
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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, nice to meet you. Houdini is a beginner. I'd like to combine an operator for LOD model conversion with a skinned character model created with other software (mainly MAYA), but since I do not know from the start, I will ask you a question. [What you want to include] · I want to acquire hard edge information, refer to it when reducing, so that the hard edge portion does not collapse · Maintain mesh division of FBX state and want to make it finally not one mesh · Maintain joints, reduce weight and finally output with FBX - In the first place it is difficult to read the first FBX with weights and joints, and how to organize an operator against it. · I'd like to adapt to objects that are finally opened on MAYA with HDA Is it difficult? . Image is a temporary image of some images and nodes arranged side by side. Thank you.