Guedin Posted September 14, 2022 Share Posted September 14, 2022 Hi everyone, I am looking for a good approach to generating curves that follow the curvature of a mesh. The goal is to generate line art in 3D, so not in post-process. First Approach My first attempt was based on vertex normal to find the lines, but if I push too far the sharp edge detection, I end up with duplicated lines along my curvature which gives an undesirable result. Expected result: Second Approach My second idea was to scatter points on my mesh and push these points in the direction that the principal curvature method gives me. I keep pushing the points in that direction as long as the next position has a stronger curvature than the previous one. The problem is that the principal curvature doesn't give me a constant direction through my mesh, and can flip from one vertex to another. The other problem is that I don't know how to connect the points into a curve. Thanks in advance for your help. 1 Quote Link to comment Share on other sites More sharing options...
madebygeoff Posted September 14, 2022 Share Posted September 14, 2022 Have you checked out the new tangent fields SOP in 19.5? It'll help keep a consistent direction for your curves and then maybe you can use curvature to select which lines to keep? https://www.sidefx.com/docs/houdini/nodes/sop/tangentfield.html https://entagma.com/new-in-houdini-19-5-pt-1-tangent-fields-and-a-bit-of-vex/ Quote Link to comment Share on other sites More sharing options...
Guedin Posted September 14, 2022 Author Share Posted September 14, 2022 That's super interesting! Thank you! Quote Link to comment Share on other sites More sharing options...
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