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4n7

Sweep roll curve in Houdini 18.0.391

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Posted (edited)

I'm trying to roll a sweep node 90 degress but it never lines up, I've tried a bunch of options in roll, yaw, pitch but can't get it to look right or line up.

What's the best tool to use for this?

I think what I'm asking is how to smooth the transition or lose the m style for a round shape, i see lots of posts with an older version of sweep, not sure how to get $PCT or a ramp into the 'roll' section

Thanks in advance

houdinifx_r9PyA1UXaN.png

houdinifx_vyu50qEMdm.png

SweepCurve.hiplc

Edited by 4n7
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Posted (edited)

hopefully I've understood what you want, so you want the middle joint to be perfectly lined up right ? (ignoring the 'slight' angle at each ends)

if so, simply centre your cross section first

vu_SweepCurve.hiplc

actually, maybe I don't know exactly what you want...furgedd it LOL.

Edited by Noobini
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Posted (edited)

how about 2nd chance,

change your track curve to NURBS, both ends would be perfectly lined up, the divisions however are a bit out and the ends...you may not care about this...or remesh...or whatever, dunno.

Edited by Noobini
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Posted (edited)

ahhh...got it, took me 3 goes !!! this one both ends would perfectly line up AND with nice uniform divisions

 

vu_SweepCurve2.hiplc

(secret sauce: Extrapolate End Tangents in orientaslongcurve)

Edited by Noobini
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Another problem is, that mirror is destroying the smoothness, but you can also set a custom roll attribute to keep the smoothness at the end.

"Extrapolate End Tangents" is also available in the sweep node, but it seems that they are using "orientalongcurve" internally.

 

SweepCurve_.hipnc

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Posted (edited)

well...guess what ? the secret sauce is IN the sweep as well....you go find it !!!

LOL. i just saw it 1 sec after aizatulin !!!

Edited by Noobini
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Thank you both, this exactly what I was after, after searching I saw orientalongcurve was part of the new sweep node, I just have no idea how to implent it, this is exactly what I was after so thank you, I now have a smooth banked curve

I'm using the attribute wrangle from @Aizatulin

float u = float(@ptnum) / (@numpt - 1);

@roll = chramp('roll', u);

This works perfectly, many thanks

houdini_DLJH1tv5V4.png

houdini_QbxhEhkZTq.png

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