Krion Posted April 25, 2016 Share Posted April 25, 2016 Do i have to do this manually polygon by polygon or is there a simple way? Thanks in advance! Quote Link to comment Share on other sites More sharing options...
mestela Posted April 26, 2016 Share Posted April 26, 2016 several ways, see attached! divide sop, set 'minimum edges' to 4 will create quad strips, but not square(ish) quads like those example images. divide sop, turn on 'bricker polygons', set the scale down to get the divisions you want, but it's essentially worldspace divisions, it won't track with the surface nor try and match new points onto existing points. skin sop probably the best way (tip via here: https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=77000 ) not sure how it'd cope with non-standard geo, but works well in this little test case. -matt quad_caps.hip 3 Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted April 26, 2016 Share Posted April 26, 2016 (edited) if you start off with an eight-sided polygon, you can just use two clip-SOPs. cap_clip.hipnc Edited April 26, 2016 by konstantin magnus added UVs 1 Quote Link to comment Share on other sites More sharing options...
acey195 Posted April 26, 2016 Share Posted April 26, 2016 in the divide sop, also try the "Avoid Small Angles" toggle, it may improve your result Quote Link to comment Share on other sites More sharing options...
Richard Posted April 27, 2016 Share Posted April 27, 2016 Hi, If its just for a cylinder, maybe you could try to build it from the cap up, by splitting up a tube into the sides and caps or starting with a circle. As long as your initial cap is an even number we can dissolve every other edge to keep all quads and rebuild the middle section with a polybridge. This way the edges stay nice and smooth when you turn on viewport subdivision. cylinder_caps.hipnc Quote Link to comment Share on other sites More sharing options...
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