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Select inner edges for pipe generation


caskal

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my first thoughts are some sort of skeleton...or a roof like structure (where instead of constructing an actual raised roof, you just want to get at the middle line and use it for the pipe)

Edited by Noobini
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Resample edges ..take ptdist than round to integer and play with directions.. Hope it Helps
..here I have fun with Chops ..you have tutorial by Kim Goss on youtube ( color and patterns )
And here you have the endless solution but on the other side, it's only me that sees that.
@caskal

:wub:

 

 

47855254485.gif

Edited by Librarian
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Thanks guys for the help! I was getting crazy the other day, this was my best attemp:

hindie_piEu12SISR.thumb.png.097c79baa6f54cd28e50849d14e2eb39.png

Then I was having a hard time to make the first and last point of the curve a little longer so it fits better, I tried a for each and resample with curveu but couldnt find a way to properly make the first and last point longer on each axis (tried normals by tangent too), any ideas for this?

@Noobini I was watching some cool houdini gamedev videos yesterday and saw that "straight_skeleton" node, then I saw your post, just tested it, played a bit with parameters, and used a poly bevel, had to isolate only 1 face by normals to make it work and is looking good, only thing would be again, making the outer points longer

hindie_obLBCDS0Gt.thumb.png.989dad56591409a08c2ac9992a3443cb.png

 

@Librarian

Thanks for the info buddy! couldn't find that talk by Kim Goss on youtube, do you have the link?

Cheers!

 

 

 

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Hi,

if interested here is an approach from my side. Here are some ideas:

  • define id sets for each prims (ideally each id represents one pipe), there can can be multiple ids [array] for each prim (if you want crossings)
  • to make it easier, every id (pipe) value can represented by one int array containing the prims (dummy points can be used as storage)
  • now these prims should be sorted by neighbour connectivity (to construct poly splines)
  • once the prims are sorted, you can connect the prims centers (for example) and the the mid edge points for the inbetween neighbour edges
  • now with the spline you can group the point, which are around 90°
  • polybevel the grouped points

I'm not sure if this is working in every case, but each step should be substitutable.

prims_to_splinesB.hipnc

Edit: here is another modification. (adding offset(push) by prim average normals and another example using a prim selection)

 

prims_to_splinesD.hipnc

Edited by Aizatulin
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Hey guys, thanks a ton for all of these!

@anim now thats a use of groups, love that you made a setup without VEX (i know only couple lines of it so I would be struggling to modify if needed),

I added a dissolve and a bevel on the spline instead of resample and works like charm,  then I booled the roof, windows and pilars. THANKS!

SiCPNQdC9V.gif.78b81f713577c1c6e30b084ba5cf488b.gifywHdGPxcQq.gif.d966d063ffa69ab8d32f6d4c3e28a127.gif

FeuMu0d5kZ.png.cc0816b865081d64bfdbf0de4bff87b4.png

@Aizatulin thanks for the hips and explanation, those setups gave me a cool result too, but my knowledge of VEX is limited at the moment, hope I can make something like that someday! 

@librarian thanks for the youtube and thread link buddy! super cool info there!

Cheers!

 

 

 

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