Jump to content
Farmfield

Carve SOP - split to prims bug (or stupid user)

Recommended Posts

This gotta be a bug, right? After troubleshooting it, I just can't imagine what I can have missed that would mess it up. 

So it's probably something I missed. :D

procedural.web.v02.issue.hip

 

EDIT:

Seems the dev's added a convert line SOP in H15 that splits a curve/edge into separate prim's - but I would still like to know why the carve SOP doesn't work in this case. 

Edited by Farmfield

Share this post


Link to post
Share on other sites

Hehe, how does that work? I see at least three primitives comprised of more than one curve segment. :D

 

Eller så kan vi växla till Svenska och förvirra skiten ur resten av forumet!

(the text above in no way implies all non Swedes are horrible people, I promise)

Edited by Farmfield

Share this post


Link to post
Share on other sites

Oh right, you are correct. Really busy at work so just checked quickly :). My bad!

Det kan vi gora! For att ge igen nar alla spanjorer och italienare byter sprak och alltid verkar prata om nagot intressant.

Share this post


Link to post
Share on other sites
21 minutes ago, Skybar said:

Oh right, you are correct. Really busy at work so just checked quickly :). My bad!

Det kan vi gora! For att ge igen nar alla spanjorer och italienare byter sprak och alltid verkar prata om nagot intressant.

Mjo, fast vi är ju uppväxta utan dubbad TV, det gör - eller iaf gjorde, innan nätet, rätt stor skillnad. :)

20 minutes ago, f1480187 said:

Bug, I guess. PolyCut works, as well as second Carve. They, however, have reversed primitive order to each other.

web_issue.hipnc

Sound good. Bug is better than me being stupid. 

And how would you do it properly in a PolyCut? I tried my id attribute (same as ptnum) as cut attribute, but messing with the threshold, unpredictable things happen. :D

Share this post


Link to post
Share on other sites

I didn't use any in the scene. It cuts polyline at every specified point then.

Share this post


Link to post
Share on other sites

this is a very old bug, sometimes it just doesn't split everything the first pass... I hoped they fixed this by now...

 

if you have to use 2 carve nodes its probably faster to use a polysplit or some vexwrangle in primitive mode:

(I typed this from the top of my head so there may be mistakes :P)

////

int closed,i,newPrim,pts[];

closed = primintrinsic(0,"closed",@primnum);

pts = primpoints(0,@primnum);

removeprim(0,@primnum,0);

for(i=0;i<@numvtx-1+closed;i++)

{

newPrim = addprim(0,"polyline");

addvertex(0,newPrim,pts);

addvertex(0,newPrim,pts[(i+1)%@numvtx]);

}

////

also note that you probably need a clean node afterwards, if you want to make sure that you don't have overlapping primitives (this is true whatever method you use)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×