Masoud Posted November 14, 2024 Share Posted November 14, 2024 Hi guys, I attempted to use the "Sweep SOP" in Houdini to model a CRT tube object by placing multiple cross-sectional profiles along a path. However, I found it challenging to control the placement of the shapes at each level of the path. While I realize this may not be the most efficient method, I’m looking for the best way to approach this modeling technique—similar to the "Loft" compound object in 3ds Max. Thanks for helping. CRT Tube_01.hip Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted November 14, 2024 Share Posted November 14, 2024 (edited) I've attached an example for mixing 2 cross sections using the sweep node. sweep_two_cross_sections.hip Edited November 14, 2024 by konstantin magnus Quote Link to comment Share on other sites More sharing options...
Masoud Posted November 16, 2024 Author Share Posted November 16, 2024 Hi Konstantin, Thank you for your response. However, if we require 10 different shapes as cross-sections, your solution may be difficult to implement. I’m not sure, but it seems like we’re missing some important features like this in Houdini... Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted November 16, 2024 Share Posted November 16, 2024 You can mix multiple cross sections with a multiparm block: https://procegen.konstantinmagnus.de/blending-multiple-cross-sections Quote Link to comment Share on other sites More sharing options...
Masoud Posted January 13 Author Share Posted January 13 Thank you Konstantin, I can't believe how a task that feels so straightforward in software like 3ds Max can become so complicated in Houdini! Quote Link to comment Share on other sites More sharing options...
Mike_A Posted January 23 Share Posted January 23 (edited) Konstantin's tool is a really powerful option. For a simpler / more traditional approach you could also 'box model' it using poly extrude, poly bevel, edges to circle and subdivide SOP's. Perhaps fill in the front surface using 'polyfill' with the deform option enabled, or use edit SOP in soft mode. TV_tube.hiplc Edited January 23 by Mike_A Quote Link to comment Share on other sites More sharing options...
AntoineSfx Posted January 25 Share Posted January 25 You can copyToPoint each curve at a specific location on the backbone , and skin the result You can even reimplement a similar tool in H if it's a workflow that you like, and wrap it in a subnet... Remember that 3dsmax looks simple, but you still have to select each curve, set at which % of the path you want it, and so on. Here : This is a very rough one off example; in a real tool, you would need to control the target points globally with some kind of ramp; that would be the most important control exposed to the end user. Also , if you want to follow that path, you also need to make sure the cross sections have the same number of points, and that the vertices are sorted in a way that minimizes twist. (not trivial) You can also have a look at copytocurves in with Piece Attribute:variant set Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted January 25 Share Posted January 25 We could also scale and circularize a rectangular sweep: https://procegen.konstantinmagnus.de/quadrilateral-spheres tube_monitor.hip 2 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.