guache 0 Posted September 1, 2017 I want to create something like a tent: I've got one "peak" point and a bunch of "ground points" and I want to connect them into a "tent" with triangular sides, all meeting at the peak point. What's the cleanest, most elegant way to do this? I can loop through the ground points to construct each triangular section one by one, but I was thinking there's a native SOP that can do this for me. Share this post Link to post Share on other sites
mestela 752 Posted September 1, 2017 http://www.tokeru.com/cgwiki/index.php?title=Houdini#Create_edges_with_vops_.28and_vex.29 Share this post Link to post Share on other sites
Gorrod 38 Posted September 1, 2017 I don't know of any clean and elegant way to do it but you could just sort the points on the "ground" by angle to the top point and then connect them. tent_points.hipnc Share this post Link to post Share on other sites
konstantin magnus 1,162 Posted September 1, 2017 Triangulate2D can do something like this if the shape is not too wild. Share this post Link to post Share on other sites
guache 0 Posted September 2, 2017 (edited) Thanks for all the replies. The points on the ground are already sorted by angle w/r to the "peak". I ended up with this: Add SOP on the ground pts to construct a ground poly scale a copy of this poly down to zero at the "peak" point i.e. collapse all points of the copied poly to one point location Skin SOP the two polys: the multi-point "peak" and ground poly to construct a tent Fuse SOP on the "peak" point to get just one point there I wish there was a SOP does this "cleanly", in one go. Edited September 2, 2017 by guache Share this post Link to post Share on other sites
Fenolis 38 Posted January 12, 2018 Turn your process into a HDA at the SOP level, and be the change you want to see! Share this post Link to post Share on other sites