guache Posted October 7, 2011 Share Posted October 7, 2011 (edited) What's the fastest way to turn edges into separate primitives? E.g. given a simple quad (1 primitive, 4 points), I want to get 4 primitives, one for each edge, for a total of 4 primitives, 8 points. I can do this in a small loop, using Add SOPs, but I wonder if there's a faster solution with just one or two SOPs. Edited October 7, 2011 by guache Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted October 7, 2011 Share Posted October 7, 2011 (edited) Depends if you want the un-shared edges or all edges, but the method is the same.. For un-shared edges add a Divid SOP and turn on Remove Shared Edges (turn off Convex), for all edges skip this step. Add a Polywire SOP (set the radius to 0.0) Add a Group SOP, set Operation to Group by Range Add a Blast SOP for that group1 Add another Group SOP, set Operation to Group by Range Add another Blast SOP for that group1 Add a Fuse SOP (turn off Degenerate) And your done. Edited October 7, 2011 by hopbin9 1 Quote Link to comment Share on other sites More sharing options...
Popular Post ben Posted October 10, 2011 Popular Post Share Posted October 10, 2011 Carve SOP. Fist U : 0 Second U : 1 Breakpoints : Cut At all Internal U Breakpoints 9 1 Quote Link to comment Share on other sites More sharing options...
hopbin9 Posted October 10, 2011 Share Posted October 10, 2011 Carve SOP. Fist U : 0 Second U : 1 Breakpoints : Cut At all Internal U Breakpoints Wouldn't that only work on NURB primitives? Quote Link to comment Share on other sites More sharing options...
ben Posted October 10, 2011 Share Posted October 10, 2011 Nop. Works great on mesh also. carveSample.hipnc 1 Quote Link to comment Share on other sites More sharing options...
guache Posted October 11, 2011 Author Share Posted October 11, 2011 Carve SOP Cool, thanks. Exactly what I wanted. Quote Link to comment Share on other sites More sharing options...
gaurav Posted October 12, 2011 Share Posted October 12, 2011 Cool, thanks. Exactly what I wanted. Two more ways. Short and Long. A. Use curvsect sop and plug the primitive in both the inputs. Leave it to defaults. Done. B. Little not intuitive use of copy sop to remove geometry. Append sort : carve: blast: copy sop to your polygon with following settings. 1. Sort- by vertex order(just to make sure if points are not ordered) 2. Carve- Make first U = 0( this should split point 0 and give you total 5 points) 3. Blast- Choose group type "Edges" and Delete non selected using expression in group field < p`stamp("../copy1","num",0)`-`stamp("../copy1","num",0)+1` >. 4. Copy - Rename copy sop to copy1 if not. Set number of copies to 4. ( you could also automate this and fetch points using pointlist and argc from the original polygon). Enable stamp inputs set the variable "num" to value $CY. Done. -Cheers!! Quote Link to comment Share on other sites More sharing options...
kgoossens Posted October 12, 2011 Share Posted October 12, 2011 use wireframe wire radius 0 switch of round corners. then Convert Connectivity Columns U 0.001 then delete by range Done Quote Link to comment Share on other sites More sharing options...
DASD Posted December 16, 2015 Share Posted December 16, 2015 In Houdini 15 you could use the convert line SOP. 3 Quote Link to comment Share on other sites More sharing options...
Krion Posted June 4, 2019 Share Posted June 4, 2019 On 10/10/2011 at 2:45 PM, ben said: Carve SOP. Fist U : 0 Second U : 1 Breakpoints : Cut At all Internal U Breakpoints Would this be the same as the current "Unroll U" stuff? Quote Link to comment Share on other sites More sharing options...
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