aliaq95 Posted June 26, 2022 Share Posted June 26, 2022 Hi guys, So I have made a an overall form with sharp edges created in and around to what will be a spaceship/ procedural model. However, I can't seem to separate the group clusters separately to Poly extrude in their specific normals. Thanks! First time posting here! Space cruiser.hip Quote Link to comment Share on other sites More sharing options...
carnlogt Posted June 30, 2022 Share Posted June 30, 2022 something strange going on with the cluster integer attribute, normally a split node would do the job, but in this case I just did a very simple conversion to float in a vop and it started working as expected. Space cruiser.hiplc 1 Quote Link to comment Share on other sites More sharing options...
animatrix Posted June 30, 2022 Share Posted June 30, 2022 You can use Point Split SOP to split using the cluster attribute. 1 Quote Link to comment Share on other sites More sharing options...
Benyee Posted June 30, 2022 Share Posted June 30, 2022 On 2022/6/27 at 1:39 AM, aliaq95 said: I can't seem to separate the group clusters separately I'm just giving you some tips Space cruiser_v2.hip 1 Quote Link to comment Share on other sites More sharing options...
aliaq95 Posted June 30, 2022 Author Share Posted June 30, 2022 (edited) Hey guys, thank you for all the solutions and tips, super inspired by Akira Saito's work so I definitely wanted to build something. Will be continuing this and keeping posted on the progression of this! PS Not really fluent in VEX. Also don't know how to individually reply but Appreciate this community here! Edited June 30, 2022 by aliaq95 Quote Link to comment Share on other sites More sharing options...
Benyee Posted July 26, 2022 Share Posted July 26, 2022 edgecusp seems simpler and alittle bit more efficient,i post it here although the problem might have been solved Space cruiser_v3.hip and here is a related threadhttps://www.sidefx.com/forum/topic/85561/?page=1#post-370359 Quote Link to comment Share on other sites More sharing options...
crispr_boi Posted November 2, 2022 Share Posted November 2, 2022 On 6/30/2022 at 2:34 PM, animatrix said: You can use Point Split SOP to split using the cluster attribute. Can you elaborate this please? Quote Link to comment Share on other sites More sharing options...
animatrix Posted November 2, 2022 Share Posted November 2, 2022 If you have a prim attribute, you can use it to split the geo into separate pieces like this: Quote Link to comment Share on other sites More sharing options...
crispr_boi Posted November 2, 2022 Share Posted November 2, 2022 (edited) 2 hours ago, animatrix said: If you have a prim attribute, you can use it to split the geo into separate pieces like this: Aha thank you, then I misunderstood what the point split does, its purpose is to create clusters then? In Akira Saito's presentation at 31:02 min. he is using the now depricated vertex split. (in the documentation it says we should use the point split instead, as you did). https://www.youtube.com/watch?v=ghD79dVZZ_o&t=1766s It seems to however be used to dissolve some vertices instead, maybe I am misunderstanding the footage. Which ties into a question @Caskal once asked. That's basically what I am trying to find out Edited November 2, 2022 by crispr_boi Quote Link to comment Share on other sites More sharing options...
animatrix Posted November 2, 2022 Share Posted November 2, 2022 10 hours ago, crispr_boi said: Aha thank you, then I misunderstood what the point split does, its purpose is to create clusters then? In Akira Saito's presentation at 31:02 min. he is using the now depricated vertex split. (in the documentation it says we should use the point split instead, as you did). https://www.youtube.com/watch?v=ghD79dVZZ_o&t=1766s It seems to however be used to dissolve some vertices instead, maybe I am misunderstanding the footage. Which ties into a question @Caskal once asked. That's basically what I am trying to find out It's hard to see what he is doing from looking at that part, but if you want to split the geometry at arbitrary places by adding new detail along those edges across the faces, then I recommend this approach: Quote Link to comment Share on other sites More sharing options...
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