Jump to content

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


Farmfield

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
Link to comment
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
Link to comment
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.

Link to comment
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

Link to comment
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)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...