sdlovecraft Posted June 18, 2018 Share Posted June 18, 2018 (edited) Hey forum! I'm attempting to create a boolean/slicer function, where I can slice up the geometry of an object (https://www.sidefx.com/tutorials/building-the-slicer-setup-in-houdini/ this sort of thing). However it seems that I'm having an issue with the way that the primitives are being 'winded' by the boolean operator. When I try and polyextrude the slices created by the 'boolean' they go up and down randomly rather than just 'up'. It seems that no vertex/point/primitive attribute is affecting the polyextrudes understanding of 'UP' - i've read its calculated from some kind of ordering of vertex? Anyone have any ideas about how to fix this? I have attached a very minimal houdini file and an image of the problem. Thanks! <3 Sam winding_polyextrude.hip Edited June 18, 2018 by sdlovecraft Quote Link to comment Share on other sites More sharing options...
nikosgr00 Posted June 18, 2018 Share Posted June 18, 2018 (edited) Hi Sam, Polyextrude makes the extrusion, based on normals. Add the direction you want using a Point Sop, and inside Poly extrude choos Point Normal/Existing. sorry for my english. winding_polyextrude_01.hipnc Edited June 18, 2018 by nikosgr00 Quote Link to comment Share on other sites More sharing options...
Noobini Posted June 19, 2018 Share Posted June 19, 2018 you seem to complicate things quite a bit... 01) the boolean should treat the cutting surfaces as.............SURFACES.....not solid 02) the boolean operation should simply be intersect...no need for any seams so if you keep it simple and logical as that...it 'just works' winding_polyextrude_simple.hipnc Quote Link to comment Share on other sites More sharing options...
sdlovecraft Posted June 20, 2018 Author Share Posted June 20, 2018 Ah great, problem fixed. Thanks a lot Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.