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Found 7 results

  1. Hey there! I am newer to houdini so this may be an obvious question, but I am currently working with a mesh that i would like to have part of it be a higher subdivided mesh so I can add parts of high detail to the mesh without having the entire thing be made of millions of polys. I was able to get that to work fine but after I subdivide the mesh using a subdivide node the option to close cracks is greyed out and it won't let me close the cracks that are created. Does anyone know why, and how can I use the close cracks function?
  2. (Hello! first post, been learning H for a month, this forum is amazing) What I'm doing: a boolean between two polygonal circles produces a flat ring, I polyextrude it into a solid ring (Fig. 2), then polybevel the side edges (Fig. 3). 1) Problem is, when I try to subdivide it I get weird meshes like the one in Fig 4. It looks like the mesh coming from the boolean SOP is not 'joined/consolidated'. 2) How can I end up with edges where I drew the red lines on the beveled ring screenshot? I tried many combinations of join/fuse and other nodes, checked forums and docs but I can't figure out how to avoid ending up with a cheese wheel shape. Hip attached. cheers boolean issues.hipnc
  3. Hi, i am having some subdivide issues. when refining topology with it, points are not fused. The result is this: Of course you cannot simple use a fuse sop, because on the left side there is no point to fuse to. How can you solve this efficiently? (And I mean not to make an edge loop and fuse it.) Thank you!
  4. Hello everyone! I'm trying to make kind of greeble tool, but i want cuts to be strict horizontaly. It's looks fine when i do one pass [], but with more then one iteration it gets really weird[]. And i assume why it does that - because it doesn't know where to make correct verticies, so that points can connect, but i don't really know how to solve. Anyone have an idead ? UPD: I figured it out, but i would still love to hear your ideas
  5. Hello, i have been encountering this subdivision problem during the modelling process,i tried using edge loops but they won't solve the issue. What i also don't understand is why does it only happen on that particular corner? Thank you for time
  6. Is it possible to show wireframe on subdivided geometry (with "+" hotkey) in Houdini 16.5? https://s9.postimg.org/64077xehr/2018-01-20-090918_1920x1080_scrot.png
  7. Hello. I'm trying to subdivide an object in order to export it for texturing. Because later I will be using subdivision at rendertime, I need to either use Mantra-compatible or OpenSubdiv algorithms. But with both of them I have problems. Mantra-compatible doesn't smooth UV borders. This normally wouldn't worry me much, but the thing is that it also has troubles smoothing one area of my UV set, which happens to be one of the most visible parts of the model: What puzzless me, is that even with 0 subdivision levels it affects UVs: For comparison - original UVs: In fact, for some reason Mantra-compatible CC algorithm rips off the inner loop - disconnects it from the rest of the UV island, making two UV islands out of one. I marked the new island on the image below. I also moved a several faces to better visualize the lack of UV continuity. Why does this happen? OpenSubdiv CC algorithm seems to fare much better when UV-smoothing this region: But it removes all primitive groups. And I need them to easily manage objects when I will be painting textures. So to use it, I would have to recreate all groups from scratch. Can I do something about those two problems?
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