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Extracting Isosurface as Curves


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Hi There,

I am trying to extract isosurface from a geometry as curves so that I can manipulate it in another software - Rhino -. I was wondering if there is any procedural way to do that as my geometry will be keep changing.

With my limited knowledge, I thought of trying to somehow convert the black areas into continuous - ideally closed - curves. But I am open to any other suggestion.

The only constraint for me is for these contours to be three dimensional and organic as in the crappy image below. In the multi-color image that would be equivalent to getting a boundary curve for each color.

I have also attached the houdini file

Thanks

Levent

 

isoCurves.thumb.jpg.b0f3990b52aec08b90f77fd8e7532778.jpgisoCurves.thumb.jpg.b0f3990b52aec08b90f77fd8e7532778.jpg

 

 

isosurfacetest.hiplc

isosurface.png

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  • 2 years later...

Hey @konstantin magnus, great solution for the contour lines. Thanks for sharing! I'm studying this exact subject and arrived at a similar place but through a different process. However, I have a question regarding this idea of extracting contour edges/lines from meshes and how to create faces from the contour lines.

So this is what I tried...On a high-res mesh box, I add a mountain sop and then I use a copy and transform sop connected to the initial box decreasing its scale and creating copies in a way that all copied and transformed boxes "cover" and slice the box with the mountain noise. After that, I use a boolean sop set to "seams" and the result I get is the contour lines.

However, I'm struggling to find a way to create faces from those contour edges. My goal is to create a topographical terrain or a model where the contour lines are actually extruded steps. I understand how to achieve the extruded steps terrain on a 2D mesh using a boolean sop but on a 3D mesh is a different story. Attached are images showing where I landed with my exercise and the reference showing what I'm trying to achieve. The reference is in 2D but I would like to achieve the same effect on a 3D mesh.

Would you have any recommendation on how to create a 3D model with the same aesthetic as the reference image or possible routes I could try? I tried extruding the initial box inwards to cover all lines and then connect a boolean sop set to subtract but no success. I wonder if the open lines are messing things up. I also tried poly fill and cap sops as a last resort but nothing.  Any help is greatly appreciated. 

meshcontouredges.png

1a.PNG

ContourLines.hip

Edited by Rival Consoles
adding hip file
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Hi Rival,

interesting topic, although decorating round shapes with flat slices comes with collisions (activate split along UVs for comparison). Here is a quick sketch on averaging normals, positions and distances for every piece, then projecting the extrusions to individual planes.

slices.jpg.2882c2933fdb117d23ff7049f4b114b3.jpg

slices.hiplc

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I was trying to slice the VDB inside its depth and do booleen but can 't get for a now a nice result in a quick way.

In the second case, i clip the sdf

 

Im sure there are some way . The two other way i was thinking were

- Render a spherical cam inside using depth image, import it in COP and trace the image slice by slice with a solver

- work in a flat 2d voxel heighfield base and wrap back ...

 

 @konstantin magnus suggestion are always great :)

 

image.thumb.png.b05080fd16611d6d52516491a9a28dea.png

image.thumb.png.9246b0a0cecd240b713b5a964ff2025f.png

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Now come the same problem to for example compute the gradient. Knowing you could only compute one direction gradient,  how will you combine the 3 directions, in a like triplanar way or spherical way (my suggestions above).. that's the hard part, maybe it's also hardly make sense, i though its was What Rival wanted no?

@konstantin magnus

 

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