lisux Posted January 10, 2007 Share Posted January 10, 2007 Hi all. I remember a trick, technique to use the triangulate2D over any type of geometry. The technique is cased on unwrapping a gemetry using it's uv and a poit SOP, then in 2D applying the triangulate2D and then restore everything to their original positions. This technique appears some time ago in a thread in Odforce or in the side fx forum, I have tried to look for it in both of them but with no luck. Are there somebody that remember how to do it, or the thread? Thanks. Quote Link to comment Share on other sites More sharing options...
aracid Posted January 10, 2007 Share Posted January 10, 2007 hey im taking a chance but are u talking about the technique to morph using the uv of an object? http://www.sidefx.com/index.php?option=com...&Itemid=142 Quote Link to comment Share on other sites More sharing options...
lisux Posted January 12, 2007 Author Share Posted January 12, 2007 hey im taking a chance but are u talking about the technique to morph using the uv of an object? http://www.sidefx.com/index.php?option=com...&Itemid=142 Sorry I can't find nothing related to morphing in the link you have submited. Quote Link to comment Share on other sites More sharing options...
aracid Posted January 12, 2007 Share Posted January 12, 2007 Sorry I can't find nothing related to morphing in the link you have submited. ha ha i couldnt either, sorry about that check out UV ShapeBlend on - modeling - digital assets http://www.sidefx.com/exchange/download.ph...19&type=OTL http://www.sidefx.com/exchange/download.ph...19&type=HIP hope this helps Quote Link to comment Share on other sites More sharing options...
mic Posted February 28, 2009 Share Posted February 28, 2009 hello! i am searching the solution for non-regular triangulating any surface, and found this topic! i studied the examples from the links but nevertheless it doesn't help me to triangulate a simple tube.. create rest attributes, points to $MAPU, $MAPV, triangulate2D, attribute transfer rest attribute.. and no good result, of course. can you please explain maybe once more - how the 'triangulation3D' should work?.. Quote Link to comment Share on other sites More sharing options...
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